OdaWiki odamexdb_wiki http://www.odamex.net/wiki/Main_Page MediaWiki 1.24.1 first-letter Media Special Talk User User talk OdaWiki OdaWiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk ACS 0 1486 3776 2618 2013-12-13T04:45:04Z HeX9109 64 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. Odamex supports ACS inherited from ZDoom 1.22, however what works and what does not is not documented. == Specs and Resources == http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. cde056e57464ec273d4a44686c35779f6b5142d9 2618 2617 2006-11-19T22:59:54Z Manc 1 /* Sources */ wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == Specs and Resources == http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. 3240646168cf6c3fe4566624c706b060f8dcfde7 2617 2616 2006-11-19T22:59:35Z Manc 1 /* ACS Specifications */ Linked below wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == Sources == http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. 339f6ec8acadb7048d99af7b9dbf05bbee63c3b2 2616 2615 2006-11-19T22:59:19Z Manc 1 /* Sources */ Changed to just the text for the link wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. == Sources == http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. 15c3f7cc9120b7d6dfc75a54a4ed7bb9b34f24ad 2615 2614 2006-11-19T22:55:58Z Zorro 22 /* Sources */ wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. == Sources == [http://www.zdoom.org/files/utils/utils050999.zip Zdoom utilities (text file found here)] 942b4d7d63f9864ded03a0208dbd8eb5d55d897b 2614 2613 2006-11-19T22:55:36Z Zorro 22 /* Sources */ wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. == Sources == [http://www.zdoom.org/files/utils/utils050999.zip|Zdoom utilities (text file found here)] e32ab327a6d7ba6b236f08f11ccbb614cefc2ec3 2613 2612 2006-11-19T22:45:52Z Zorro 22 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. == Sources == [[http://www.zdoom.org/files/utils/utils050999.zip|Zdoom utilities (text file found here)]] 9ad334d4b30d09cf0dc7c9bca0a5e8e0b409ad6c 2612 2609 2006-11-19T22:42:24Z Zorro 22 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. 0383fca298ff57494b2679d11a4bb74507bc27a4 2609 2608 2006-11-19T22:12:18Z Zorro 22 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. (formatting...) == ACS Specifications == ACS File Format --------------- (All numbers are little-endian and 32 bits long) (Pointers are relative to the beginning of the lump) {| border="1" width="75%" !Bytes 0 - 3 |ACS\0' (0x00534341) |- !Bytes 4 - 7 |Pointer to script and text pointers |- !Bytes 8 -... |Varies |} ------------- Pointer Table ------------- The first dword is a count of the number of scripts in the lump. It is immediately followed by an entry for each script in the lump. These entries are of the format: DWORD 0 This script's number DWORD 1 A pointer to the start of the script DWORD 2 The number of parameters the script accepts These are then followed by a dword indicating how many different strings are in the script. The remaining dwords contain pointers to each of the strings. ------------ Script Codes ------------ Compiled ACS scripts do not distinguish between their arguments and their local variables. When a script is executed, it's parameters are copied to its first x local variables, where x is the number of parameters the script takes. The ACC compiler will output an error for any script with more than 10 local variables (including parameters), so it's probably safe to allocate enough space for only 10 variables in an ACS interpreter. There are 64 world variables available (numbered 0-63) that are accessible from scripts executed from any map in a single hub. Each map can also have 32 map variables accessible to all scripts in that map, but not by scripts in other maps. ACS's internal functions are actually opcodes. Some use arguments on the stack, and others have their arguments immediately following them in the code. For those that use arguments on the stack, the arguments are first pushed on to the stack in sequence, and then the function's opcode is stored. If the function uses a string as an argument, then the string's index is pushed onto the stack as a number. Functions are responsible for popping the arguments passed to them before they return. The first value pushed is the function's first parameter, the second value pushed is the second parameter, etc. #0: PCD_NOP #1: PCD_TERMINATE #2: PCD_SUSPEND #3: PCD_PUSHNUMBER x #4: PCD_LSPEC1 x #5: PCD_LSPEC2 x #6: PCD_LSPEC3 x #7: PCD_LSPEC4 x #8: PCD_LSPEC5 x #9: PCD_LSPEC1DIRECT x a #10: PCD_LSPEC2DIRECT x a b #11: PCD_LSPEC3DIRECT x a b c #12: PCD_LSPEC4DIRECT x a b c d #13: PCD_LSPEC5DIRECT x a b c d e #14: PCD_ADD #15: PCD_SUBTRACT #16: PCD_MULTIPLY #17: PCD_DIVIDE #18: PCD_MODULUS #19: PCD_EQ #20: PCD_NE #21: PCD_LT #22: PCD_GT #23: PCD_LE #24: PCD_GE #25: PCD_ASSIGNSCRIPTVAR x #26: PCD_ASSIGNMAPVAR x #27: PCD_ASSIGNWORLDVAR x #28: PCD_PUSHSCRIPTVAR x #29: PCD_PUSHMAPVAR x #30: PCD_PUSHWORLDVAR x #31: PCD_ADDSCRIPTVAR x #32: PCD_ADDMAPVAR x #33: PCD_ADDWORLDVAR x #34: PCD_SUBSCRIPTVAR x #35: PCD_SUBMAPVAR x #36: PCD_SUBWORLDVAR x #37: PCD_MULSCRIPTVAR x #38: PCD_MULMAPVAR x #39: PCD_MULWORLDVAR x #40: PCD_DIVSCRIPTVAR x #41: PCD_DIVMAPVAR x #42: PCD_DIVWORLDVAR x #43: PCD_MODSCRIPTVAR x #44: PCD_MODMAPVAR x #45: PCD_MODWORLDVAR x #46: PCD_INCSCRIPTVAR x #47: PCD_INCMAPVAR x #48: PCD_INCWORLDVAR x #49: PCD_DECSCRIPTVAR x #50: PCD_DECMAPVAR x #51: PCD_DECWORLDVAR x #52: PCD_GOTO x #53: PCD_IFGOTO x #54: PCD_DROP #55: PCD_DELAY #56: PCD_DELAYDIRECT x #57: PCD_RANDOM #58: PCD_RANDOMDIRECT x y #59: PCD_THINGCOUNT #60: PCD_THINGCOUNTDIRECT x y #61: PCD_TAGWAIT #62: PCD_TAGWAITDIRECT x #63: PCD_POLYWAIT #64: PCD_POLYWAITDIRECT x #65: PCD_CHANGEFLOOR #66: PCD_CHANGEFLOORDIRECT x y #67: PCD_CHANGECEILING #68: PCD_CHANGECEILINGDIRECT x y #69: PCD_RESTART #70: PCD_ANDLOGICAL #71: PCD_ORLOGICAL #72: PCD_ANDBITWISE #73: PCD_ORBITWISE #74: PCD_EORBITWISE #75: PCD_NEGATELOGICAL #76: PCD_LSHIFT #77: PCD_RSHIFT #78: PCD_UNARYMINUS #79: PCD_IFNOTGOTO x #80: PCD_LINESIDE #81: PCD_SCRIPTWAIT #82: PCD_SCRIPTWAITDIRECT x #83: PCD_CLEARLINESPECIAL #84: PCD_CASEGOTO x y #85: PCD_BEGINPRINT #86: PCD_ENDPRINT #87: PCD_PRINTSTRING #88: PCD_PRINTNUMBER #89: PCD_PRINTCHARACTER #90: PCD_PLAYERCOUNT #91: PCD_GAMETYPE #92: PCD_GAMESKILL #93: PCD_TIMER #94: PCD_SECTORSOUND #95: PCD_AMBIENTSOUND #96: PCD_SOUNDSEQUENCE #97: PCD_SETLINETEXTURE #98: PCD_SETLINEBLOCKING #99: PCD_SETLINESPECIAL #100: PCD_THINGSOUND #101: PCD_ENDPRINTBOLD *1: PCD_TERMINATE Terminates script execution. *3: PCD_PUSHNUMBER x Push x onto the stack. *4: PCD_LSPEC1 x Execute line special x. It takes one argument on the stack. *5: PCD_LSPEC2 x Execute line special x. It takes two arguments on the stack. *6: PCD_LSPEC3 x Execute line special x. It takes three argument on the stack. *7: PCD_LSPEC4 x Execute line special x. It takes four argument on the stack. *8: PCD_LSPEC5 x Execute line special x. It takes five argument on the stack. *9: PCD_LSPEC1DIRECT x a Execute line special x (a). *10: PCD_LSPEC2DIRECT x a b Execute line special x (a, b). *11: PCD_LSPEC3DIRECT x a b c Execute line special x (a, b, c). *12: PCD_LSPEC4DIRECT x a b c d Execute line special x (a, b, c, d). *13: PCD_LSPEC5DIRECT x a b c d e Execute line special x (a, b, c, d, e). *14: PCD_ADD Stack before: int val1 int val2 Stack after: int (val1 + val2) *15: PCD_SUBTRACT Stack before: int val1 int val2 Stack after: int (val1 - val2) *16: PCD_MULTIPLY Stack before: int val1 int val2 Stack after: int (val1 * val2) *17: PCD_DIVIDE Stack before: int val1 int val2 Stack after: int (val1 / val2) *18: PCD_MODULUS Stack before: int val1 int val2 Stack after: int (val1 % val2) *19: PCD_EQ Stack before: int val1 int val2 Stack after: (val1 == val2) *20: PCD_NE Stack before: int val1 int val2 Stack after: (val1 != val2) *21: PCD_LT Stack before: int val1 int val2 Stack after: (val1 < val2) *22: PCD_GT Stack before: int val1 int val2 Stack after: (val1 > val2) *23: PCD_LE Stack before: int val1 int val2 Stack after: (val1 <= val2) *24: PCD_GE Stack before: int val1 int val2 Stack after: (val1 >= val2) *25: PCD_ASSIGNSCRIPTVAR x Stack before: int val Store val in script var x. *26: PCD_ASSIGNMAPVAR x Stack before: int val Store val in map var x. *27: PCD_ASSIGNWORLDVAR x Stack before: int val Store val in world var x. *28: PCD_PUSHSCRIPTVAR x Push value of script var x onto the stack. *29: PCD_PUSHMAPVAR x Push value of map var x onto the stack. *30: PCD_PUSHWORLDVAR x Push value of world var x onto the stack. *31: PCD_ADDSCRIPTVAR x Stack before: int val script var x += val *32: PCD_ADDMAPVAR x Stack before: int val map var x += val *33: PCD_ADDWORLDVAR x Stack before: int val world var x += val *34: PCD_SUBSCRIPTVAR x Stack before: int val script var x -= val *35: PCD_SUBMAPVAR x Stack before: int val map var x -= val *36: PCD_SUBWORLDVAR x Stack before: int val world var x -= val *37: PCD_MULSCRIPTVAR x Stack before: int val script var x *= val *38: PCD_MULMAPVAR x Stack before: int val map var x *= val *39: PCD_MULWORLDVAR x Stack before: int val world var x *= val *40: PCD_DIVSCRIPTVAR x Stack before: int val script var x /= val *41: PCD_DIVMAPVAR x Stack before: int val map var x /= val *42: PCD_DIVWORLDVAR x Stack before: int val world var x /= val *43: PCD_MODSCRIPTVAR x Stack before: int val script var x %= val *44: PCD_MODMAPVAR x Stack before: int val map var x %= val *45: PCD_MODWORLDVAR x Stack before: int val world var x %= val *46: PCD_INCSCRIPTVAR x script var x += 1 *47: PCD_INCMAPVAR x map var x += 1 *48: PCD_INCWORLDVAR x world var x += 1 *49: PCD_DECSCRIPTVAR x script var x -= 1 *50: PCD_DECMAPVAR x map var x -= 1 *51: PCD_DECWORLDVAR x world varx -= 1 *52: PCD_GOTO x Jump to offset x (relative to beginning of object file). *53: PCD_IFGOTO x Stack before: int boolean If the boolean is true, jump to offset x. *54: PCD_DROP Stack before: int anything Pop one number off the stack and discard it. *55: PCD_DELAY Stack before: int tics Pop a number off the stick and delay for that many tics. *56: PCD_DELAYDIRECT x Delay for x tics. *57: PCD_RANDOM Stack before: int minval int maxval Stack after: int random(minval, maxval) *58: PCD_RANDOMDIRECT x y Stack after: int random(x, y) *59: PCD_THINGCOUNT Stack before: int type int tid Stack after: int thingcount(type,tid) *60: PCD_THINGCOUNTDIRECT x y Stack after: int thingcount(x, y) *61: PCD_TAGWAIT Stack before: int tag Pops a tag value off the stack and suspends execution of the current script until all sectors with a matching tag value are inactive. *62: PCD_TAGWAITDIRECT x Waits for all sectors with tag x to become inactive before continuing execution of the current script. *63: PCD_POLYWAIT Stack before: int po Suspends execution of the current script until polyobj po is inactive. *64: PCD_POLYWAITDIRECT x Suspends execution of the current script until polyobj x is inactive. *65: PCD_CHANGEFLOOR Stack before: int tag str flatname Sets the floor flat of all sectors tagged with tag to flatname. *66: PCD_CHANGEFLOORDIRECT x y Sets the floor flat of all sectors tagged with x to y. *67: PCD_CHANGECEILING Stack before: int tag str flatname Sets the ceiling flat of all sectors tagged with tag to flatname. *68: PCD_CHANGECEILINGDIRECT x y Sets the ceiling flat of all sectors tagged with x to y. *69: PCD_RESTART Restart execution of the current script from the beginning. *70: PCD_ANDLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 && boolean2) *71: PCD_ORLOGICAL Stack before: int boolean1 int boolean2 Stack after: (boolean1 || boolean2) *72: PCD_ANDBITWISE Stack before: int param1 int param2 Stack after int (param1 & param2) *73: PCD_ORBITWISE Stack before: int param1 int param2 Stack after: int (param1 | param2) *74: PCD_EORBITWISE Stack before: int param1 int param2 Stack after: int (param1 ^ param2) *75: PCD_NEGATELOGICAL Stack before: int val Stack after: int (!val) *76: PCD_LSHIFT Stack before: int a int b Stack after: int (a << b) *77: PCD_RSHIFT Stack before: int a int b Stack after: int (a >> b) *78: PCD_UNARYMINUS Stack before: int val Stack after: int (-val) *79: PCD_IFNOTGOTO x Stack before: int boolean If boolean is false, jump to offset x. *80: PCD_LINESIDE Stack after: int lineside lineside is a numerical parameter indicating which side of the line activated this script. *81: PCD_SCRIPTWAIT Stack before: int scr Suspend execution of the current script until script scr has terminated. *82: PCD_SCRIPTWAITDIRECT x Suspend execution of the current script until script x has terminated. *83: PCD_CLEARLINESPECIAL Clears the special of the activating line. *84: PCD_CASEGOTO x y Stack before: int val Stack after: int val (if not taken) If the val == x, pop it and jump to offset y. *85: PCD_BEGINPRINT Prepare to build a string to output to the screen by creating a new empty working string. *86: PCD_ENDPRINT Output the current working string to the local machine's screen. *87: PCD_PRINTSTRING Stack before: str string Pop a string index off the stack and append it to the current working string. *88: PCD_PRINTNUMBER Stack before: int num Append num to the current working string in its ASCII representation. *89: PCD_PRINTCHARACTER Stack before: int char Append the ASCII character char to the current working string. *90: PCD_PLAYERCOUNT Stack after: int playercount playercount is the number of players in the game. *91: PCD_GAMETYPE Stack after: int gametype gametype represents the current game type. *92: PCD_GAMESKILL Stack after: int gameskill gameskill is the current game skill. *93: PCD_TIMER Stack after: int gametime gametime is the current level time in tics. *94: PCD_SECTORSOUND Stack before: str name int volume Pops two values off the stack and plays a sound in the sector pointed at by this script's activating linedef. *95: PCD_AMBIENTSOUND Stack before: str snd int vol Plays the sound snd at volume vol (0-127) on the local machine. *96: PCD_SOUNDSEQUENCE Stack before: str seq Plays the sound sequence seq in the facing sector. *97: PCD_SETLINETEXTURE Stack before: int line int side int position str texturename *98: PCD_SETLINEBLOCKING Stack before: int line int blocking *99: PCD_SETLINESPECIAL Stack before: int line int special int arg1 int arg2 int arg3 int arg4 int arg5 Sets the line special and args for all matching lines. *100: PCD_THINGSOUND Stack before: int tid str name int volume Plays a sound at all things marked with tid. *101: PCD_ENDPRINTBOLD Print the current working string to the screen of all computers in the game. 6cbdba348b4f19fa0d1933569f239005904f4cea 2608 2607 2006-11-19T21:45:18Z Zorro 22 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. (formatting...) == ACS Specifications == To be uploaded shortly 2eff281dfdd0ade3627bb486740453e627f41028 2607 2006-11-19T21:34:18Z Zorro 22 wikitext text/x-wiki ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is an interestinf file I located which can aid in rewriting the interpreter. 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[http://celana.org celana] [http://celana.org celana jeans] [http://celana.org jeans murah] [http://freedownloadfilmnaruto.blogspot.com naruto] [http://freedownloadfilmnaruto.blogspot.com Naruto Shipuden] ffeecd9ab4775e481249e9230a26ea8158257a3f Abuse Prevention 0 1632 3430 3284 2010-08-06T04:42:43Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to prevent abuse on their servers, whether it be through hacking or other malicious behavior. For relevant information relating to banning players from servers, please see [[ban and exception lists]]. ==Anti-Hacking Variables== Odamex comes stock with cheat prevention options. However, some of these features are still in progress and may not be fully tested or complete. ===antiwallhack=== Usage: '''sv_antiwallhack (0-1)''' The antiwallhack [[cvar]] is used to prevent players from being able to see other opponents out of their natural field of view. Ways in which a player may attempt to wall hack is through either client modification or wad modification. ===speedhackfix=== Usage: '''sv_speedhackfix (0-1)''' The speedhackfix cvar is used to prevent players from being able to move faster than natural. Ways in which a player may attempt to speed hack is through client modification. ==Disruption Prevention Variables== Odamex comes with variables to prevent server disruption beyond the scope of cheating as well. ===allowcheats=== Usage: '''sv_allowcheats (0-1)''' If enabled, allowcheats allows players to use standard Doom cheats such as God mode, Give all weapons, Noclip mode, etc. Server administrators that seek a competitive environment are encouraged to keep allowcheats disabled. ===flooddelay=== Usage: '''sv_flooddelay (#)''' The flooddelay cvar is used to prevent clients from being able to continuously flood a server with text messages. Flooddelay uses seconds as its units (ex. '''flooddelay 1.5''' means a client can only send messages once every 1.5 seconds). Setting the value to 0 turns off server flood prevention. ===globalspectatorchat=== Usage: '''sv_globalspectatorchat (0-1)''' Enabled by default, this cvar controls if players in game can see what spectators are saying. If set to 0, players will only be able to see other in-game players' chat text. 48cb9064ede659c274a506a74aac27f55860bdfd 3284 2008-08-06T17:31:02Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to prevent abuse on their servers, whether it be through hacking or other malicious behavior. For relevant information relating to banning players from servers, please see [[ban and exception lists]]. ==Anti-Hacking Variables== Odamex comes stock with cheat prevention options. However, some of these features are still in progress and may not be fully tested or complete. ===antiwallhack=== Usage: '''antiwallhack (0-1)''' The antiwallhack [[cvar]] is used to prevent players from being able to see other opponents out of their natural field of view. Ways in which a player may attempt to wall hack is through either client modification or wad modification. ===speedhackfix=== Usage: '''speedhackfix (0-1)''' The speedhackfix cvar is used to prevent players from being able to move faster than natural. Ways in which a player may attempt to speed hack is through client modification. ==Disruption Prevention Variables== Odamex comes with variables to prevent server disruption beyond the scope of cheating as well. ===allowcheats=== Usage: '''allowcheats (0-1)''' If enabled, allowcheats allows players to use standard Doom cheats such as God mode, Give all weapons, Noclip mode, etc. Server administrators that seek a competitive environment are encouraged to keep allowcheats disabled. ===flooddelay=== Usage: '''flooddelay (#)''' The flooddelay cvar is used to prevent clients from being able to continuously flood a server with text messages. Flooddelay uses seconds as its units (ex. '''flooddelay 1.5''' means a client can only send messages once every 1.5 seconds). Setting the value to 0 turns off server flood prevention. c4a6ed770f32b59ec8ea7a8022d007dc3d090a96 Accelerated software rendering 0 1403 2382 2087 2006-10-09T17:37:31Z 71.75.91.47 0 wikitext text/x-wiki Put very simply, using OpenGL to accelerate various things that would be done in Software anyway. Done correctly, there should be no visible difference between Accelerated Software Rendering and the Software engine, other than a noticable performance boost (not uncapped FPS) {{stub}} 75df83290b5744146a55cffe9c4796f6db239677 2087 2086 2006-04-14T01:49:58Z AlexMax 9 wikitext text/x-wiki Put very simply, using OpenGL to accelerate various things that would be done in Software anyway. {{stub}} 6e6dbac516daa3c5735c07748ec84b939690fc98 2086 2006-04-14T01:49:46Z AlexMax 9 wikitext text/x-wiki Put very simply, using OpenGL to accelerate various things that would be done in Software anyway. 08ee3c876772a6f5fd81f4f691f69add89499383 Addban 0 1608 3213 2008-06-06T21:35:53Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#addban]][[Category:Server_commands]] 962a787cfd4f36df6fcef4d22908d8388694a505 Addexception 0 1612 3217 2008-06-06T21:37:53Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#addexception]][[Category:Server_commands]] 5a784b9747c17c2ade50dca42f10e320239c03ad Addmap 0 1510 3160 3125 2008-05-28T23:16:16Z Nes 13 hooray it works \o/ wikitext text/x-wiki #REDIRECT [[Map_List#addmap]][[Category:Server_commands]] 0bd488eba4cc7c34393917eca89a93d2d1e7c15a 3125 2754 2008-05-13T00:19:48Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#addmap]] 8869e22995b30007ffcc86fa8806a76bb0cf2fa7 2754 2007-01-20T20:35:07Z Roaketes 14 wikitext text/x-wiki '''Addmap''' Use the addmap command in odaserv to add more maps to the maplist. Ex. addmap mapxx or addmap mapxx file.wad. 01dda1385f96bccad15eb947969cdd44c76f82bd Addmaster 0 1644 3314 2008-08-06T20:16:30Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#addmaster]][[Category:Server commands]] a2464bc9127bcb816e4c14b6e58506be6c5faa20 Alias 0 1555 2920 2919 2007-04-17T23:11:13Z Russell 4 wikitext text/x-wiki ===alias=== Creates a user-defined command, eg: <pre> alias jumptomap15 map map15 </pre> Aliases, when executed with parameters, will be added on to the translated command, eg: <pre> jumptomap15 map10 </pre> This would be translated to: <pre> map map15 map10 </pre> [[Category:Client_commands]] [[Category:Server_commands]] a06f23dbb8ab2a15b45decabf32f27390796ffe8 2919 2007-04-17T07:36:09Z Voxel 2 wikitext text/x-wiki ===alias=== creates a user-defined command [[Category:Client_commands]] [[Category:Server_commands]] ce22d34889d48e58b6a16d827c19ff106efe2995 Ban 0 1347 3283 1665 2008-08-06T17:30:50Z Ralphis 3 link to ban and exception lists wikitext text/x-wiki ''For information relating to banning players from servers, please see [[ban and exception lists]].'' A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address. ==Possible Reasons for Banning== An address can be banned due to one or more such actions as the following: * Persistently harassing others * Using [[Cheating|cheats]] in games * Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) * Evading an already existing ban placed to block the same individual * Mounting offensive action (such as a [[DDoS]]) against any service ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others. 31914ef88844b988c5a1323e6e30f7acd2743489 1665 1664 2006-03-31T06:15:10Z Voxel 2 /* Possible Reasons for Banning */ wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address. ==Possible Reasons for Banning== An address can be banned due to one or more such actions as the following: * Persistently harassing others * Using [[Cheating|cheats]] in games * Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) * Evading an already existing ban placed to block the same individual * Mounting offensive action (such as a [[DDoS]]) against any service ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others. 8a0bd2e582490c96e227a10dcf69f8e4cebb4b4b 1664 1630 2006-03-31T06:12:40Z Voxel 2 wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest, such as a forum, to hinder an individual's ability to participate in games or forums. This is usually done by testing all connections against a known blacklist of IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others. 12820019bc5742a3075f2e5321a792bff137e8e3 1630 1629 2006-03-31T04:32:19Z Nautilus 10 /* Drawbacks */ wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any crucial guideline of some sort and/or is shaping an unpleasant atmosphere for others. 995edaef5e2d8d8a26bd6db6d11bc058ab7a7d42 1629 1628 2006-03-31T04:31:00Z 72.165.84.38 0 /* Drawbacks */ wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement of and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others. 3572890d10773a84b4cc97390669913ae4772c6b 1628 1627 2006-03-31T03:48:43Z 72.165.84.38 0 wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A ban can only lock out a computer address, not the individual (the individual is still free to take advantage of the use of proxies and other computers) * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others. 704335bc31b96197d4a359f9e247b66b74d51aef 1627 1626 2006-03-31T03:44:30Z Manc 1 wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others. __NOEDITSECTION__ 13bc505eaf694a63d0b2d629d7bcafe57f2b9def 1626 1625 2006-03-31T03:43:31Z Manc 1 /* Possible Reasons for Banning */ wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[Cheating|cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others. c2968851b48d9c935534e11cde23f0962c704dca 1625 2006-03-31T03:41:46Z 72.165.84.38 0 wikitext text/x-wiki A ban is an action taken in order to block an addressed machine from accessing a certain area of interest such as a forum to hinder an individual from being able to participate in games or forums usually by blocking one's IP address. ==Possible Reasons for Banning== An individual can be possibly banned due to one or more such actions as the following: *Persistently harassing others *Using [[cheats]] in games *Spaming and/or trolling (posting irrelevent materials, acting up, exasperating other individuals continuously) *Evading an already existing ban placed to block the same individual ==Drawbacks== Bans are not always the best solution to ridding of an individual from a community or place of interest. There are some cons; most notably the following: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance Bans can yet be useful during certain instances as a means of discouragement and prevention from behaving in an agreeably unfavorable manner; most often when an individual is simply not abiding by any given guideline of some sort and/or is shaping an unpleasant atmosphere for others. ea8caeccf6c009d5c9f657a35c4fbadc5702a635 Ban and exception lists 0 1606 3826 3482 2015-01-28T02:00:07Z Manc 1 /* Exception list */ wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Client Information== ===Player List=== Usage: '''playerlist''' Lists all clients on the server in the following format: ''<ID>: (NAME) - (ip address) - frags:x ping:xxx'' ===Player Info=== Usage: '''playerinfo <ID #>''' Lists information about a specific player. <ID #> can be found through either the '''playerlist''' or '''showscores''' commands. ===Show Scores=== Usage: '''showscores''' Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format: ''ID - Address - Name || Kills - Deaths - K/D - Time'' ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. ===Is there a simple way to maintain a ban/exception list between multiple servers?=== If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]]. On initial server launch you can include: +exec /ban/list/location +sv_endmapscript "exec /ban/list/location" The ban list file should contain the following: clearbans clearexceptions addban 127.0.0.1 Server abuse addban 192.168.1.* Cheating addexception 192.168.1.100 Caught in range ban the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load. cbb336087f064d1c0180ea7af642200f80103367 3482 3481 2010-08-23T12:09:13Z Ralphis 3 wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Client Information== ===Player List=== Usage: '''playerlist''' Lists all clients on the server in the following format: ''<ID>: (NAME) - (ip address) - frags:x ping:xxx'' ===Player Info=== Usage: '''playerinfo <ID #>''' Lists information about a specific player. <ID #> can be found through either the '''playerlist''' or '''showscores''' commands. ===Show Scores=== Usage: '''showscores''' Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format: ''ID - Address - Name || Kills - Deaths - K/D - Time'' ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. ===Is there a simple way to maintain a ban/exception list between multiple servers?=== If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]]. On initial server launch you can include: +exec /ban/list/location +sv_endmapscript "exec /ban/list/location" The ban list file should contain the following: clearbans clearexceptions addban 127.0.0.1 Server abuse addban 192.168.1.* Cheating addexception 192.168.1.100 Caught in range ban the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load. 06377d783b43ed3ec6aa5d14d8a597a7200f7aa3 3481 3458 2010-08-23T12:07:39Z Ralphis 3 wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Client Information== ===Player List=== Usage: '''playerlist''' Lists all clients on the server in the following format: ''<ID>: (NAME) - (ip address) - frags:x ping:xxx'' ===Player Info=== Usage: '''playerinfo <ID #>''' Lists information about a specific player. <ID #> can be found through either the '''playerlist'' or '''showscores''' commands. ===Show Scores=== Usage: '''showscores''' Call the info that would typically show at the end of a game at any time with this command. Lists all clients on the server in the following format: ''ID - Address - Name || Kills - Deaths - K/D - Time'' ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. ===Is there a simple way to maintain a ban/exception list between multiple servers?=== If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]]. On initial server launch you can include: +exec /ban/list/location +sv_endmapscript "exec /ban/list/location" The ban list file should contain the following: clearbans clearexceptions addban 127.0.0.1 Server abuse addban 192.168.1.* Cheating addexception 192.168.1.100 Caught in range ban the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load. 48f7eed3cb86205ecdf07d1405d2282b8ccf454b 3458 3340 2010-08-23T00:54:37Z Manc 1 /* Is there a simple way to maintain a ban/exception list between multiple servers? */ wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. NOTE: The client id is found using the [[who]] command. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. ===Is there a simple way to maintain a ban/exception list between multiple servers?=== If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[sv_endmapscript]]. On initial server launch you can include: +exec /ban/list/location +sv_endmapscript "exec /ban/list/location" The ban list file should contain the following: clearbans clearexceptions addban 127.0.0.1 Server abuse addban 192.168.1.* Cheating addexception 192.168.1.100 Caught in range ban the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load. 8b82c20773c091cbe76875b504077a4ca1350db0 3340 3211 2008-08-15T01:12:44Z GhostlyDeath 32 /* FAQs */ wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. NOTE: The client id is found using the [[who]] command. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. ===Is there a simple way to maintain a ban/exception list between multiple servers?=== If you maintain multiple servers and would like shared ban/exception lists, you can combine [[exec]] along with [[endmapscript]]. On initial server launch you can include: +exec /ban/list/location +endmapscript "exec /ban/list/location" The ban list file should contain the following: clearbans clearexceptions addban 127.0.0.1 Server abuse addban 192.168.1.* Cheating addexception 192.168.1.100 Caught in range ban the first two commands [[clearbans]] and [[clearexceptions]] will remove every single ban and exception that was added before hand, then the following commands will add bans and exceptions accordingly. The ban list will be updated at the end of the map, note however that any banned clients that are connected will not be removed if they are still inside the server, if they disconnect their ban will take effect on the next map load. 04d19e22c98e9088f40d3478f151c4c30976d40e 3211 2008-06-06T21:32:42Z Nes 13 wikitext text/x-wiki The Odamex server fully supports ban lists (blacklists) and exception lists (whitelists). Currently, both lists are not automatically saved to a file, so server administrators have to input them every time or use the "+exec" command and input the list to another file before loading the server. ==Ban list== ===kickban=== Usage: '''kickban (client id) [optional reason]''' An enhanced version of the [[kick]] command, which kicks the player from the server and also bans that player from re-entering the server. NOTE: The client id is found using the [[who]] command. ===addban=== Usage: '''addban (ip address) [optional reason]''' Bans all players whose IP fall under this entry from entering the server. This will not automatically kick them from the server. ===delban=== Usage: '''delban (ip address)''' Deletes this particular entry from the ban list. ===banlist=== Usage: '''banlist''' Displays all the entires in the ban list. ===clearbans=== Usage: '''clearbans''' Deletes all entries in the ban list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==Exception list== ===addexception=== Usage: '''addexception (ip address) [optional reason]''' Allows players whose IP also falls under a ban list entry to enter the server. ===delexception=== Usage: '''delexception (ip address)''' Deletes this particular entry from the exception list. ===exceptionlist=== Usage: '''exceptionlist''' Displays all the entires in the exception list. ===clearexceptions=== Usage: '''clearexceptions''' Deletes all entries in the exception list. '''WARNING: No confirmation for this exists. Use at your own risk.''' ==FAQs== ===Are wildcards supported for IPs?=== Yes, wildcards can be used in the add and delete commands. But, you can not use them in the delete commands in order to wildcard-delete all entries. (For example, putting 127.*.*.* will delete the 127.*.*.* entry but not the 127.0.0.1 entry) ===Do I need to type in the entire IP?=== No. Incomplete IPs will be completed by using the last octet of the IP. For example, "addban 0" will add an entry for 0.0.0.0, "addban 127.0" will add an entry for 127.0.0.0, and "addban *" will add an entry for *.*.*.*, creating a exceptionlist-required server. ===What exactly is the exception list and what can I do with it?=== The exception list is basically the "whitelist" to the server. It negates entries that are put in the ban list. This is important for those caught in a wildcard IP ban. Also, if you want a private server without using passwords, you can wildcard IP ban everybody (*.*.*.*) and make exceptions as you see fit. ===Will the Odamex staff produce or require a "global ban/exception list" in order to reside on the Odamex master list?=== '''No.''' All bans and exceptions are completely at the server level. However, this does not stop server administrators from cooperating with each other and creating their own "global list". The Odamex staff is not responsible for any list created under a group of servers. e81d1b5ea24a893a5f4062eca21d2ab661852a41 Banlist 0 1610 3215 2008-06-06T21:37:18Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#banlist]][[Category:Server_commands]] 79958eec617e2ab0aa6d721e6ef9839320622f4d Basic Server Settings 0 1638 3739 3738 2012-07-26T07:43:30Z Pseudoscientist 76 /* maxplayersperteam */ wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===maxplayersperteam=== {{latched}} Usage: '''sv_maxplayersperteam (0-255)''' This cvar determines maximum amount of players allowed on a team. 0 disables this feature. ===Ticbuffer=== Usage: '''sv_ticbuffer (0-1)''' Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur. ===Unlagged=== Usage: '''sv_unlag (0-1)''' Enables Odamex's [[unlagged]] feature. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. ===Map List=== ''For full information on modifying and maintaining a map list, refer to [[Map List]].'' ===Voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 0d7083c1f2b8eff1515472db219d8e834f348021 3738 3632 2012-07-26T07:42:55Z Pseudoscientist 76 /* Client Connections */ maxplayersperteam wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===maxplayersperteam=== {{latched}} Usage: '''sv_maxplayersperteam (0-255)''' This cvar determines maximum amount of players allowed on a team. 0 disables this feature. ===Ticbuffer=== Usage: '''sv_ticbuffer (0-1)''' Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur. ===Unlagged=== Usage: '''sv_unlag (0-1)''' Enables Odamex's [[unlagged]] feature. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. ===Map List=== ''For full information on modifying and maintaining a map list, refer to [[Map List]].'' ===Voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' af9be3204456ce72ff4e2b97c64e1f1c1ab4844a 3632 3612 2012-04-01T17:07:58Z Ralphis 3 /* Client Connections */ Add ticbuffer wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===Ticbuffer=== Usage: '''sv_ticbuffer (0-1)''' Enables Odamex's tic buffer feature. Buffers player's controller input to help provide smoother movement when lag spikes occur. ===Unlagged=== Usage: '''sv_unlag (0-1)''' Enables Odamex's [[unlagged]] feature. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. ===Map List=== ''For full information on modifying and maintaining a map list, refer to [[Map List]].'' ===Voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' b0f0c73509e36724f8c35419ef6e1dffcad16f97 3612 3565 2012-02-12T16:39:58Z Ralphis 3 Add map list and voting article links wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===Unlagged=== Usage: '''sv_unlag (0-1)''' Enables Odamex's [[unlagged]] feature. As of 0.5.4, this is an experimental feature. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. ===Map List=== ''For full information on modifying and maintaining a map list, refer to [[Map List]].'' ===Voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' b426ed45da91f8fb80acacc702c49e7639a8cf11 3565 3543 2011-08-11T19:07:27Z Ralphis 3 /* Client Connections */ wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===Unlagged=== Usage: '''sv_unlag (0-1)''' Enables Odamex's [[unlagged]] feature. As of 0.5.4, this is an experimental feature. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. 525f7b491b3470e12c013e05bdf96bf5a2492a92 3543 3477 2011-08-11T18:26:33Z Ralphis 3 upnp addition wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' == Master Server Communication Settings == ===addmaster=== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ===delmaster=== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ===masters=== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ===usemasters=== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. == Network Settings == ===Universal Plug and Play=== Universal Plug and Play, or UPnP for short, is a set of networking protocols used mainly by residential networks that allow ease of use in connecting computers, routers, printers, and other similar devices to find and communicate with each other seamlessly. This is particularly useful for Odamex in that it allows easy setup of Odamex servers without the need to modify router port forwarding manually. ====Enabling UPnP==== Usage '''sv_upnp (0-1)''' Enables Universal Plug and Play to autoconfigure on compliant routers. ====UPnP Discover Timeout==== Usage '''sv_upnp_discovertimeout (#)''' Length of time that Odamex will seek for UPnP compliant routers at server start up. ====UPnP Description==== Usage '''sv_upnp_description "Odamex Server"''' PLEASE DOCUMENT. ====UPnP Internal IP==== Usage '''sv_upnp_internalip''' This cvar stores the internal IP address of the router. It cannot be changed. ====UPnP External IP==== Usage '''sv_upnp_externalip''' This cvar stores the external IP address of the router. It cannot be changed. ===maxrate=== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ===natport=== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ===networkcompression=== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. == Advertising Settings == ===email=== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ===hostname=== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ===motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ===website=== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. == Privacy Settings == ===Bans & Exceptions=== Read [[ban and exception lists]] for more information. ===join password=== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ===rcon password=== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. == Client Connections == ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ===maxclients=== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ===maxplayers=== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ===waddownload=== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. == Useful Commands == ===cmdlist=== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ===cvarlist=== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. c3750e365890f9443cea063c2bce22cbbe6f72ff 3477 3444 2010-08-23T11:40:47Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====join password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ====rcon password==== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ====natport==== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. === Useful Commands === ====cmdlist==== Usage: '''cmdlist''' Outputs a list of all available console commands to the console. This command works on both servers and clients. ====cvarlist==== Usage: '''cvarlist''' Outputs a list of all available variables to the console. This command works on both servers and clients. 3b65ea36f9e09c3c125f207bea6c3243c9561b58 3444 3443 2010-08-06T05:18:10Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====join password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ====rcon password==== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ====natport==== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. 9e3c0ee6e4aff3eb949904f1b9b37fa8c67374d4 3443 3438 2010-08-06T05:17:46Z Ralphis 3 /* Network Settings */ wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====join password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ====rcon password==== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ====natport==== Usage: '''sv_natport (Port #)''' Sometimes NAT software (if running) will skewer a server's port number in the ip/udp header. This cvar can be used to bypass this. If a server is not being reported to the master, try setting this to the specified port number. ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' The network compression cvar compresses network packets to make them smaller, lowering bandwidth usage. However, this cvar is currently experimental, so server administrators should use at their own risk. a84af85af02533debbbc48e07c532e61e1de47f4 3438 3437 2010-08-06T05:01:29Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====join password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. ====rcon password==== Usage: '''rcon_password "example"''' The rcon (or remote console) password is used for controlling a server from clients or other utilities. Using the above example, a client could connect to and control a server through their console by using the command '''rcon_password example'''. They could then execute commands or change cvars on the server through their client by using '''rcon [command]'''. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ====natport==== Usage: '''sv_natport (#)''' ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' 6864f4275eda84a0e1e6c2169006fbbb9cf12b2f 3437 3433 2010-08-06T04:58:51Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' The maxrate cvar puts a soft cap on the amount of bytes per second to send to each client. Certain kinds of important information will still be sent when this cap is reached, but most will not be. ====natport==== Usage: '''sv_natport (#)''' ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' 4b7e92ac51fb3285cf4c14d4a88700f3edee3c93 3433 3432 2010-08-06T04:56:27Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === ====maxrate==== Usage: '''sv_maxrate (500-200000)''' ====natport==== Usage: '''sv_natport (#)''' ====networkcompression==== Usage: '''sv_networkcompression (0-1)''' 42ca556a36c7b2a1ae52190207839845041f069b 3432 3428 2010-08-06T04:49:22Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====motd==== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. === Network Settings === b4444d808db7fe06ba2de08eb81aa69f251fdfaa 3428 3390 2010-08-06T04:26:29Z Ralphis 3 /* Advertising Settings */ add motd wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. ====motd=== Usage: '''sv_motd "Welcome to Odamex!"''' The motd (which stands for message of the day) is displayed to players on connect. In the example above, players would be greeted with the message "Welcome to Odamex!". This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 01b9fae84a52bdea4ebf29e156fa5c4080167573 3390 3329 2010-08-06T03:31:54Z Ralphis 3 Changes to sv_* wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''sv_usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''sv_email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''sv_hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''sv_website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''join_password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''join_password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''sv_maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''sv_maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''sv_waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 7e325774b2e5086edd1a0462d6c9215527564f3a 3329 3328 2008-08-07T14:27:15Z Ralphis 3 formatting wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 0d5d69948d4c1eb9a66fc60d9990b6629de3e327 3328 3327 2008-08-07T14:26:17Z Ralphis 3 /* Client Connections */ wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ''For information on protecting your server from malicious users, visit [[Abuse Prevention]].'' ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. caa6f10984efbc550c35169f3f3c28283a3440bd 3327 3317 2008-08-07T14:26:02Z Ralphis 3 /* Client Connections */ wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === For information on protecting your server from malicious users, visit [[Abuse Prevention]]. ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 9cce3fa2bfb88e3337352db35ecfbdc3b23a7c6b 3317 3312 2008-08-06T20:18:44Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Master Server Communication Settings === ====addmaster==== Usage: '''addmaster (ip/domain:port)''' Adds a master server which the server will advertise to if '''usemasters''' is enabled. Server can be added by domain name or ip address followed by port. ====delmaster==== Usage: '''delmaster (ip/domain:port)''' Deletes a master server which the server will advertise to if '''usemasters''' is enabled. Server is deleted by typing ''delmaster'' and then any information before the brackets. ====masters==== Usage: '''masters''' Lists master servers which the server will advertise to if '''usemasters''' is enabled. ====usemasters==== Usage: '''usemasters (0-1)''' If this [[cvar]] is enabled, your server will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. fa7abad20f3c22ffa9d2312f1ac076ad45bceb2f 3312 3310 2008-08-06T20:02:21Z Ralphis 3 wikitext text/x-wiki ''For more information on getting started running a server, visit [[how to run a server]].'' === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====usemasters==== Usage: '''usemasters (0-1)''' If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 25137f26640d1217f6aecbc0ed1e650f8177187b 3310 3309 2008-08-06T19:57:04Z Ralphis 3 /* maxplayers */ wikitext text/x-wiki === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====usemasters==== Usage: '''usemasters (0-1)''' If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== {{latched}} Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. efbed7d2e166a11f808c0b62bad6c47fbbea2cbb 3309 3301 2008-08-06T19:56:48Z Ralphis 3 /* maxclients */ wikitext text/x-wiki === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====usemasters==== Usage: '''usemasters (0-1)''' If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ====maxclients==== {{latched}} Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 6fa1acb3096e61dd9a02a7771bf6a0a1ea6e6887 3301 2008-08-06T19:51:54Z Ralphis 3 wikitext text/x-wiki === Advertising Settings === ====email==== Usage: '''email "email@domain.com"''' The email cvar is an optional cvar used to display the contact information of a server administrator. It may be left blank. ====hostname==== Usage: '''hostname "Example Server Name"''' Your hostname is what your server will appear named as in launchers. It is essentially your server's identity to the outside world. ====usemasters==== Usage: '''usemasters (0-1)''' If enabled, will use all of the defined master servers. See [[masters]] for more info on managing contacted master servers. If disabled, your server will be a "private" server and will not show up on launchers. ====website==== Usage: '''website "http://odamex.net/"''' The website can be used to display your server's official website or perhaps the location of the wads that you run on your server. This field may be left blank. === Privacy Settings === ====Bans & Exceptions==== Read [[ban and exception lists]] for more information. ====password==== Usage: '''password "example"''' If you wish to make your server open to only those you know, you can create a password that is required to join your server. To set a password on your server, simply type ''password'' followed by your actual password. To have no password on your server, leave the password blank. === Client Connections === ====maxclients==== Usage: '''maxclients (1-255)''' The maxclients cvar determines how many total clients may connect to a server (and spectate). Though there is theoretical support for up to 255 players in Odamex the true limit depends on the machine running the server and will vary. ====maxplayers==== Usage: '''maxplayers (1-255)''' The maxplayers cvar determines how many total clients may actually join in the game and play. The number of players allowed in a server must be equal or less than '''maxclients'''. ====waddownload==== Usage: '''waddownload (0-1)''' The wad downloading feature takes it cue from more modern gaming engines. Much like games such as Quake and Half-Life, Odamex allows players that connect to download the map files required to play (if they do not already have them). If enabled, any client connecting that does not have the needed wad will download it directly from the server. 6947e4b38c52e9080ccbfafe5bca346aadec51d8 Bind 0 1421 2217 2151 2006-04-20T22:16:17Z Voxel 2 /* bind */ wikitext text/x-wiki ===bind=== The bind command is used to set certain keys to certain functions. Most keys can be binded using the client options menu. However, certain commands not in that menu can be set using this console command. ''Ex. To set the F10 key to close Odamex on button press the console command '''"bind F10 quit"''' would be used. This tells Odamex to run the command 'quit' through the console when the F10 key is pressed.'' [[Category:Client_commands]] 82bbe10c6fc4a4ca4c4dfd4aa4eb6f9974a64a03 2151 2006-04-16T04:30:57Z Ralphis 3 wikitext text/x-wiki ===bind=== The bind command is used to set certain keys to certain functions. Most keys can be binded using the client options menu. However, certain commands not in that menu can be set using this console command. ''Ex. To set the F10 key to close Odamex on button press the console command '''bind F10 quit''' would be used. This tells Odamex to run the command 'quit' through the console when the F10 key is pressed.'' [[Category:Client_commands]] 7bbec9e247ec6816e028c7c5a51c302d2f6d4979 Bugs 0 1309 3894 3893 2019-01-17T15:35:26Z Ch0wW 138 /* Good examples */ wikitext text/x-wiki == Why bother? == *• This helps improve Odamex by making it more robust ; *• This will help improve your bugfinding and testing skills ; *• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem). == Bug Tester's Guide == You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): *• [[Debugger]] information '''including the callstack''' *• Steps to reproduce the crash (what you did to make it happen) *• Other information including WAD files, map, operating system, compiler used and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == *• A textbook example is shown in {{Bug|163}} *• A good report is provided by {{Bug|116}} f5ca62dd4f01a467e3bf7b22dc11e921a46ed4cd 3893 3892 2019-01-17T15:35:11Z Ch0wW 138 /* What to include */ wikitext text/x-wiki == Why bother? == *• This helps improve Odamex by making it more robust ; *• This will help improve your bugfinding and testing skills ; *• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem). == Bug Tester's Guide == You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): *• [[Debugger]] information '''including the callstack''' *• Steps to reproduce the crash (what you did to make it happen) *• Other information including WAD files, map, operating system, compiler used and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 4de80f60c6f1087e60f3fa0421d268a930851fde 3892 3891 2019-01-17T15:32:53Z Ch0wW 138 /* Bug Tester's Guide */ wikitext text/x-wiki == Why bother? == *• This helps improve Odamex by making it more robust ; *• This will help improve your bugfinding and testing skills ; *• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem). == Bug Tester's Guide == You can contribute to Odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build Odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 6a98f65a2080a86c90e2fc446708a4e6b5f421c5 3891 3867 2019-01-17T15:32:03Z Ch0wW 138 /* Why bother? */ wikitext text/x-wiki == Why bother? == *• This helps improve Odamex by making it more robust ; *• This will help improve your bugfinding and testing skills ; *• You will get mentioned in the credits/contributors list if your report was very helpful (i.e. fixed a major problem). == Bug Tester's Guide == You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 21b18f15a8934a03176bcb9525df137b0804a86c 3867 3866 2018-12-26T20:07:58Z Ch0wW 138 /* Known bugs */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest Odamex code, from our [https://github.com/odamex/odamex Github] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 6f5455816c926a9ffd6750d08aae337e7c2e7d0a 3866 3792 2018-12-26T20:07:12Z Ch0wW 138 /* Resources */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * ► '''[http://odamex.net/bugs Bugzilla]''', * ► Your '''[[debugger]]''', * ► A guide to '''[[regression|regression testing]]''', * ► Our '''[https://github.com/odamex/odamex Github]''' repository. === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} b58b5cdd598506365a5be1f1885d3f8863ecb8d0 3792 3791 2014-03-06T02:07:34Z JKist3 116 wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * [http://odamex.net/bugs Bugzilla] * Your [[debugger]] * A guide to [[regression|regression testing]] * Our [[svn]] repository === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 1b111a1676b1c2d5292ef74e456a168c20f2ff1c 3791 2673 2014-03-05T10:10:46Z JKist3 116 /* Bug Tester's Guide */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new bugs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * [http://odamex.net/bugs Bugzilla] * Your [[debugger]] * A guide to [[bugs]] * A guide to [[regression|regression testing]] * Our [[svn]] repository === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 66ac71b5f8cc157870bce6d5331a0e7efc6abdf7 2673 2474 2007-01-12T01:02:19Z Manc 1 /* Bug Tester's Guide */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new bgs and testing to see if existing bugs have been resolved. === Resources === There are several resources open to you: * [http://odamex.net/bugs Bugzilla] * Your [[debugger]] * A guide to [[bugs]] * A guide to [[regression|regression testing]] * Our [[svn]] repository === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 2bd4c6b7bf1c1698df5affb0422d04c82d1d42b7 2474 2470 2006-10-31T01:47:41Z Voxel 2 /* Bug Tester's Guide */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new and testing to see if existing ones have been resolved. === Resources === There are several resources open to you: * [http://odamex.net/bugs Bugzilla] * Your [[debugger]] * A guide to [[bugs]] * A guide to [[regression|regression testing]] * Our [[svn]] repository === Things to do === If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]] to obtain helpful information. ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 0e1451093cf4abe785fcb7bb927a10a5232cbc7b 2470 2306 2006-10-31T01:38:58Z Ralphis 3 Merged Bug Tester's Guide into Bugs wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == Bug Tester's Guide == You can contribute to odamex by finding new and testing to see if existing ones have been resolved. === Resources === There are several resources open to you: * [http://odamex.net/bugs Bugzilla] * Your [[debugger]] * A guide to [[bugs]] * A guide to [[regression|regression testing]] * Our [[svn]] repository === Things to do === ==== Known bugs ==== If stuck for things to do, please browse through our bug list to see if any bug needs testing. This will usually become obvious if you read the bug comments. Test for the bug and post your own comments. Make sure you are running the latest odamex code, from our [[svn]] repository. ==== New bugs ==== Read and search the bug list before you post new bugs. Chances are, the bug has already been noticed by someone else. Bugs you should report commonly include [[incompatibilities]], [[vulnerability|vulnerabilities]] and [[crash|crashes]]. Also report any major annoyances, unintuitive, malfunctioning and missing features. Be reasonable in your assessment and always include exact instructions needed to reproduce the bug. == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 6b885e3d5081335a12a148a89a76c51c6f3ff3cb 2306 2297 2006-09-21T21:33:23Z 86.143.3.146 0 /* What to include */ wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report (or as much as you can): * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 0eb0fe971c89b14e2aac3b8d43556f2c782af369 2297 1711 2006-09-20T06:47:26Z Russell 4 wikitext text/x-wiki == Why bother? == * This helps improve Odamex by making it more robust * This will help improve your bugfinding and testing skills * You will get mentioned in the credits/contributors list if your report was very helpful (ie fixed a major problem) == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], the following information should be included in your report: * [[Debugger]] information '''including the callstack''' * Steps to reproduce the crash (what you did to make it happen) * Other information including wad files, map, operating system, compiler and configuration (being server config, etc) If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 01399d4865fc9249aa2b318b4b727ca9c3da36b9 1711 1708 2006-03-31T09:00:12Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 7e2513085d8802d9fcf9ddb952658654f407b043 1708 1702 2006-03-31T08:12:07Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbook example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} __NOEDITSECTION__ 19744d10e5959bf00a3b72d543c3f83c2355df9d 1702 1701 2006-03-31T07:09:47Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbox example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} __NOEDITSECTION__ 4d0aa54a093a03568da6cc31ab3f0a32a9423621 1701 1393 2006-03-31T07:08:38Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. == Good examples == * A textbox example is shown in {{Bug|163}} * A good report is provided by {{Bug|116}} 28962fd2947132c4e7e65359ea38002323206513 1393 1392 2006-03-30T18:09:16Z Voxel 2 /* What to include */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out and include the revision at which the bug was introduced. 01263d07d1962b5972fd444b6f755851737ce191 1392 1391 2006-03-30T18:08:49Z Voxel 2 /* What to include */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. If the bug appears to be new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out. acb9484004483da5562f47001226b6c1406d58bf 1391 1389 2006-03-30T18:08:33Z Voxel 2 /* How to report a bug */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. 3ff601ce8caeb0a5f97b3b37a87db4a993a7a943 1389 1387 2006-03-30T18:06:02Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. d3565c6b3c5bc3341808ece50bb1e941d99b4073 1387 1386 2006-03-30T18:04:45Z Voxel 2 /* How to report a bug */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do [[regression]] testing to work this out. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. == Regression testing == Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests. edf11b28f1960da19f38d9f5d6817f802bcf8f39 1386 1351 2006-03-30T18:04:01Z Voxel 2 wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do regression testing to work this out. == What to include == For a [[crash]], be sure to include [[debugger]] information, including the callstack. You need to detail exact steps to reproduce the crash. Including anything relevant, such as the wad, map, OS, compiler, and config. == Regression testing == Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests. 9b0000e2b3cedb5e9f67203a92d3a979f00815ad 1351 1350 2006-03-29T14:16:41Z Voxel 2 /* How to report a bug */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may need to do regression testing to work this out. == Regression testing == Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests. 6dd2e725795fcbc7a9d7dc52f877156591b99d92 1350 1319 2006-03-29T14:16:20Z Voxel 2 /* How to report a bug */ wikitext text/x-wiki == Why bother? == * Help odamex * Improve your IT and testing skills * You might get mentioned in the credits if your report was very helpful == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. If the bug is new and did not appear in a previous [[svn]] revision, it would also be helpful to determine which revision caused the bug. You may beed to do regression testing to work this out. == Regression testing == Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A bug in a block of 1024 revisions should only take about 10 tests. bed96e2541a16f5a8aff130cdc1b3599433529d4 1319 2006-03-29T12:47:36Z Voxel 2 wikitext text/x-wiki == How to report a bug == The [http://odamex.net/bugs Odamex Bug Tracker] is an active list of issues. Look through the bugs to see if the bug you want to report is already listed. Please only post reproducible bugs, with steps to reproduce them. 767d345a10dc7213ee9a05f006749b49b03632e7 Bugtesting Weekends 0 1560 2953 2952 2007-10-25T15:52:32Z Ralphis 3 minor cleanup wikitext text/x-wiki === What you need === * Every tester needs a '''debug''' version of Odamex. ** People who can compile should. This includes people running Linux and Mac OS X, as it's relatively trivial to compile on thos systems. ** People who can't compile should use [http://alexmax.unidoom.org/odamex/ AlexMax's daily builds]. These are all-in-one packages that supply everything you need to test properly. ** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around. * Every tester needs a copy of gdb. ** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever. ** AlexMax's daily builds come with a copy of gdb and a batch file to run Odamex with gdb. ** To start the program from gdb, type in '''run''' at the gdb prompt. ** If you want to start odamex with command line arguments, type in '''run ''command line arguments''''' at the gdb prompt. ** If you run into any breakpoints, type in '''continue''' to continue past them. ** If Odamex crashes, you will be left looking at a gdb prompt. Type in '''bt''' to get a backtrace, and copy the output to the [http://odamex.net/pastebin Odamex Pastebin], then file a bug report. === What do you need to do as a tester === * Following up on old bugs ** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them. ** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing. * Finding bugs ** If you run into a bug, please post it on the bugtracker. *** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]]. ** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug. *** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other. **** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug. **** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug. **** Post "Duplicate of bug xxx" in the more recent bug. 74a1c67939c2376f2c31ee7c144fa8568948cadb 2952 2949 2007-10-06T17:16:19Z AlexMax 9 /* What you need */ wikitext text/x-wiki Sup === What you need === * Every tester needs a '''debug''' version of Odamex. ** People who can compile should. This includes people running Linux and Mac OS X, as it's relatively trivial to compile on thos systems. ** People who can't compile should use [http://alexmax.unidoom.org/odamex/ AlexMax's daily builds]. These are all-in-one packages that supply everything you need to test properly. ** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around. * Every tester needs a copy of gdb. ** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever. ** AlexMax's daily builds come with a copy of gdb and a batch file to run Odamex with gdb. ** To start the program from gdb, type in '''run''' at the gdb prompt. ** If you want to start odamex with command line arguments, type in '''run ''command line arguments''''' at the gdb prompt. ** If you run into any breakpoints, type in '''continue''' to continue past them. ** If Odamex crashes, you will be left looking at a gdb prompt. Type in '''bt''' to get a backtrace, and copy the output to the [http://odamex.net/pastebin Odamex Pastebin], then file a bug report. === What do you need to do as a tester === * Following up on old bugs ** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them. ** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing. * Finding bugs ** If you run into a bug, please post it on the bugtracker. *** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]]. ** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug. *** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other. **** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug. **** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug. **** Post "Duplicate of bug xxx" in the more recent bug. 4b4140b1bd1fc61ddb262c852d05f558f317b088 2949 2007-09-28T14:50:29Z AlexMax 9 wikitext text/x-wiki Sup === What you need === * Every tester needs a '''debug''' version of Odamex. ** People who can compile should, and people who can't should get someone to send them a debug package of the latest SVN. ** There should be an established SVN version that is used. If denis or someone else makes a commit durring testing, don't use it until the session is over. After the session is over, anyone who wants to stick around * Every tester needs a copy of gdb. ** Seriously. Don't ever run Odamex without running a copy of gdb on top of it. Ever. === What do you need to do as a tester === * Following up on old bugs ** The reason I put this first instead of second is because it is FAR more important to follow up on bugs than it is to find them. ** If nobody is asking people to test a particular bug, take the initiative, pick a random bug from the bugtracker and follow up. If you can't reproduce the bug after a reasonable amount of time, then say so in the bug tracker, along with the version you're testing. * Finding bugs ** If you run into a bug, please post it on the bugtracker. *** If you run into a bug that crashes the game, make sure and get the backtrace. Crashing should bring you into gdb (you were running gdb, right?), type in '''bt''' to get the backtrace. From there, copypaste the output into the [[pastebin]]. ** First, before you post, browse the bugtracker and see if it's a duplicate of anything. If it is, add to that bug. If it's not, post a new bug. *** If you accidently post a bug that happens to already be on the bugtracker somewhere, reference the bugs to each other. **** The bugtracker will automatically parse "bug xxx" and link to the appropriate bug. **** Post "Still in Odamex as if release xxx, see bug xxx" in the earlier bug. **** Post "Duplicate of bug xxx" in the more recent bug. d8cff8a8a67b6a3e8409bd811062117b6ed020bb Building odamex.wad using DeuTex 0 1561 2958 2955 2007-10-27T01:19:42Z Russell 4 wikitext text/x-wiki DeuTex is a wad composer and is used by Odamex as a tool for building the special resource file (odamex.wad) == Building the wad under Unices == Usually, if you're in the Base odamex directory, all you have to do to build the wad file is type the following commands into your shell/terminal: <pre> cd wad ./deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad </pre> == Building the wad on Windows == Same as above, the only difference is removing the ./ from the beginning of the build command: <pre> cd wad deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad </pre> == External Links == [http://www.teaser.fr/~amajorel/deutex/ DeuTex website] 0a5711bc8c2145692be300fdc33f6b32b5722be4 2955 2007-10-27T01:13:10Z Russell 4 wikitext text/x-wiki DeuTex is a wad composer and is used by Odamex as a tool for building the special resource file (odamex.wad) == Building the wad under Unices == Usually, if you're in the Base odamex directory, all you have to do to build the wad file is type the following commands into your shell/terminal: <pre> cd wad ./deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad </pre> == Building the wad on Windows == Same as above, the only difference is removing the ./ from the beginning of the build command. <pre> cd wad deutex -rgb 0 255 255 -doom2 bootstrap -build wadinfo.txt ../odamex.wad </pre> fa1f486c343ae6dca8be095b14bed8626d7ba04f Bumpgamma 0 1450 2232 2006-05-03T15:42:44Z AlexMax 9 wikitext text/x-wiki ===bumpgamma=== "Bumps" the current value of [[gamma]] up by 0.1, up to 1.5, after which it has no apparent effect. [[Category:Client_commands]] 1f2041f0ccfee20b6ad198fc85c2c7b7149534a5 BuzzellOttinger207 0 1784 3683 2012-07-11T00:16:35Z 151.54.250.100 0 Created page with "The very first product is apparent: make sure to observe trials of the photographer's function. The subsequent merchandise is just like crucial and often times are usually dis..." wikitext text/x-wiki The very first product is apparent: make sure to observe trials of the photographer's function. The subsequent merchandise is just like crucial and often times are usually disregarded simply by individuals selecting a wedding wedding photographer for the first-time. A number of companies have more than a single wedding photographer. Be sure that the taste photographs you're shown had been obtained simply by the professional photographer who do your wedding. Make sure you fulfill and consult with the professional photographer and helper who be doing regular your wedding. 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Ensure you specifically how a lot of their own time you are having to pay for on your wedding morning, and make certain it is enough time to suit your requires. By incorporating companies it is difficult to figure out just how considerably you will pay until it's all around. Additional companies supply deals that are less difficult to understand. Following speaking with the organization regarding rates, unless you be happy with knowing what you will get and how a lot it'll cost you, you'll probably not be satisfied with the ultimate bill. Make sure you compare the prices of reprints and enlargements. Make sure you will see a closed agreement, ask for a blank copy, see clearly very carefully, and compare that along with the deals of various other companies prior to you signing. Some companies provide the completed item more quickly as opposed to runners. Be sure to inquire about this specific. Some authors that realize tiny about the technical issues of pictures advise to question what type of equipment is used. Can it really matter? You can either like the appear of the trials, or you don't. There is absolutely no far better "quality" check than simply taking a look at concluded operate. A professional photographer is an artist and they will choose the equipment which best operate for all of them. Take into account possessing your wedding appropriately videotaped prior to picking a digital photographer. You've probably noticed wedding videotapes manufactured by the "Uncle Joe" and were not very amazed. It is not a recognized undeniable fact that you can find video companies in the local area that create specialist wedding video tutorials that appear to be and appear to be films, and however the cost is typically below what you would spend for a digital photographer. You might want to modify your digital photography price range to enable for this particular after you have observed a few manifestations. 54e17fdef797e5c11e3bf9343c437448d857a4e8 CamaraMcanally233 0 1776 3675 2012-07-10T16:59:02Z 173.212.192.140 0 Created page with "With this training study training, Deke McClelland offers a [http://www.free-ebook-download.net/video-training/107423-yoga-transformation-strength-energy-deepak-chopra-tara-st..." wikitext text/x-wiki With this training study training, Deke McClelland offers a [http://www.free-ebook-download.net/video-training/107423-yoga-transformation-strength-energy-deepak-chopra-tara-stiles.html Yoga Transformation: Strength And Energy by Deepak Chopra And Tara Stiles] put peak on the new features throughout Illustrator CS6. He unveils the strategies at the rear of the newest darkish program, searchable levels, the actual effective Cloud Audience, Camera Uncooked Seven, video enhancing, and the Adaptive Wide Perspective filtration system, that removes distortions from extreme fisheye photographs and panoramas. Deke additionally covers the brand new nondestructive Harvest instrument, broken strokes, paragraph and[http://www.free-ebook-download.net/video-training/107424-trudie-stylers-weight-loss-yoga-2011-a.html Trudie Stylers - Weight Loss Yoga (2011)] personality types, editable 3D kind, and also the exciting Content-Aware Move device, which usually techniques choices[http://www.free-ebook-download.net/video-training/107425-lynda-com-photoshop-cs6-new-features.html Lynda.com - Photoshop CS6 New Features] and also instantly heals the particular skills 6fdb57eb5762b4891ffc536e7e05918232cde388 Capture The Flag 0 1649 3540 3527 2011-08-11T17:40:44Z Ralphis 3 wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds. If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === For more information on relevant teamplay cvars, see [[sv_gametype]]. 04c44685d6434852f5b026228138a58eecb1a6c6 3527 3526 2011-07-17T01:20:28Z Russell 4 /* ctf_flagtimeout */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === For more information on relevant teamplay cvars, see [[sv_gametype]]. cd66e9122f362d6941731d0fa50fa11218014d04 3526 3452 2011-07-17T01:18:11Z Russell 4 /* ctf_flagtimeout */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. NOTE: It is also worth mentioning that changing the value while a flag is dropped will not affect the flag until it is picked up and dropped again ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === For more information on relevant teamplay cvars, see [[sv_gametype]]. cb4cdfd5ac9bba18980ee96cdc690b8da07aee2d 3452 3447 2010-08-06T05:38:49Z Ralphis 3 /* Relevant Teamplay CVARs */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds). If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === For more information on relevant teamplay cvars, see [[sv_gametype]]. 5eee6a9e1c7494a389a8161c64661f4a4fab87bf 3447 3427 2010-08-06T05:31:31Z Ralphis 3 /* friendlyfire */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds). If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === ====friendlyfire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====sv_teamspawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. It's application in the CTF gametype: If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior. f04b74aafe05f7725668f903e097af089a14cff5 3427 3355 2010-08-06T04:22:56Z Ralphis 3 /* friendlyfire */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds). If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === ====friendlyfire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====sv_teamspawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. It's application in the CTF gametype: If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior. b582d7e2d3a81202442b060fe15f1916f260c24f 3355 3342 2008-10-07T18:40:29Z Ralphis 3 /* Relevant Teamplay CVARs */ wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds). If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === ====friendlyfire==== Usage: '''friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====sv_teamspawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. It's application in the CTF gametype: If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior. 9abd975fa82ad1c98c2d324a27ccc665cd3c4e4c 3342 2008-09-03T08:28:59Z Ralphis 3 wikitext text/x-wiki ''For an explanation of the gamemode, refer to [[How_to_play#Capture_the_Flag | How to Play]].'' === CTF Server Settings === ====ctf_flagtimeout==== Usage: '''ctf_flagtimeout (#)''' This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds). If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution. ====ctf_flagathometoscore==== Usage: '''ctf_flagathometoscore (0-1)''' This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score. ====ctf_manualreturn==== Usage: '''ctf_manualreturn (0-1)''' This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly. If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time. === Relevant Teamplay CVARs === ====sv_teamspawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. It's application in the CTF gametype: If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior. 3d392a88edf6b0dcca5b458326640eae0b3915d6 Centerview 0 1440 2184 2006-04-16T05:03:55Z Ralphis 3 wikitext text/x-wiki ===centerview=== This command is commonly associated with mouselook. It will center your view to the standard doom view. [[Category:Client_commands]] a6cbd6e130f71bfb0e8ea15744d4f2491cdfde52 Changemus 0 1439 2911 2181 2007-04-16T05:08:02Z Russell 4 wikitext text/x-wiki {{Cheats}} ===changemus=== This command allows your client to switch between a wad's music tracks. ''Ex. If you wanted the map01 music of a wad to play you would use the command '''changemus d_runnin'''. This is a debatable cheat. UPDATE: As of rev 212, this command is an [[alias]] of [[idmus]] This currently does NOT support specifying lump names [[Category:Client_commands]] 77c58fae3ab043fce1b48e857407b3ff41bd0360 2181 2006-04-16T05:02:02Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===changemus=== This command allows your client to switch between a wad's music tracks. ''Ex. If you wanted the map01 music of a wad to play you would use the command '''changemus d_runnin'''. This is a debatable cheat. See also: [[idmus]] [[Category:Client_commands]] 95c5e5cf11302df11c70318865120369a70fcf17 Cheat 0 1357 1663 1662 2006-03-31T06:09:59Z Voxel 2 wikitext text/x-wiki Note: This page is about legitimate cheats which can be toggled with the [[sv_cheats|sv_cheats]] command. 178f08e8cefbab0b15e83fed698f4a1771c17cf6 1662 2006-03-31T06:09:11Z Voxel 2 wikitext text/x-wiki {{Selfref|Cheat}} 43d219302adb61795db91437e4738e3f611119e5 Cheating 0 1293 3647 3090 2012-05-09T23:50:28Z Manc 1 /* What you can do */ wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure * It would give someone control over users that nobody should have === Sacrificing performance === Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients. Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games] == Possible solutions == === Statistical evaluation === Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones. === Clientside virtual machine === It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful. == What you can do == When you believe that another player has used an unfair advantage against you, you can report that player to the server administrator. The Odamex development team could be interested in this as a bug to be fixed, but please take up issues with the player themselves with your server administration. The Odamex development team does not have the power to ban a player globally or on any individual server except where it is a server operated by a team member. If you do think it's a bug, please prepare all the necessary information and file a report on our [http://odamex.net/bugs bug tracker]. 45ad4591bc4da0a9b21a964c25115049a0c88a16 3090 3089 2008-05-05T15:16:35Z Voxel 2 /* Whitelisting */ wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure * It would give someone control over users that nobody should have === Sacrificing performance === Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients. Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games] == Possible solutions == === Statistical evaluation === Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones. === Clientside virtual machine === It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful. == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team. 942f7319fd6c3639810951ebd880ac5486a6fc25 3089 2221 2008-05-05T15:14:58Z Voxel 2 /* Speedhack */ wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that changes one's speed in order to do things that are normally not possible, like moving faster than other players. There are many ways to do this, almost all of them change the timing of the client's outgoing data packets. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure === Sacrificing performance === Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients. Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games] == Possible solutions == === Statistical evaluation === Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones. === Clientside virtual machine === It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful. == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team. e494497ee383f2c6b480401e45049bba64b930ba 2221 2197 2006-04-26T10:40:32Z Voxel 2 wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure === Sacrificing performance === Server-based prediction is optionally implemented in the pre-beta versions of odamex. It is enabled by the [[sv_speedhackfix]] server variable. Despite totally preventing speedhack cheats, in practice, gameplay becomes too jittery for all clients. Also see: [http://warriors.eecs.umich.edu/games/papers/adcog03-cheat.pdf Cheat-Proofing Dead Reckoned Multiplayer Games] == Possible solutions == === Statistical evaluation === Statistical analysis of live and recorded games is likely to lead to an effective solution. Players tend to have very different performance characteristics compared to programmatically supported ones. === Clientside virtual machine === It may be possible to push all possible cheat code implementations out of the core engine if a secure virtual machine (vm) is implemented on the client. The virtual machine would maintain the entire game state, and the client would not have sufficient information to decode it except where the vm grants it that privilege. The server would generate new vm code for every game, so that code-specific cheats become useless. It is difficult to see whether such a solution will be successful as it requires a complete translation of the doom engine into a flexible vm representation. There weaker versions of this idea might also be useful. == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team. 7bac208fcee0dd3df2dd53dc4bf724fc90c87dcd 2197 1903 2006-04-16T06:43:13Z Nautilus 10 /* What you can do */ wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team. 8e2754a1370d497fd8a1373acb0fbf69eb605712 1903 1624 2006-04-07T20:38:32Z Manc 1 /* Closing the source */ wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An '''open source''' project under a viral license forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 6ee94e1c331f5b6669d00876fcfbc77de847bfc1 1624 1623 2006-03-31T03:09:56Z 72.165.84.38 0 wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require far more storage and maintenance than even a blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 937f50bc17b8bf326cc393d83c7b7279da6c05e7 1623 1374 2006-03-31T03:08:04Z 72.165.84.38 0 wikitext text/x-wiki Cheating is the use of an unfair advantage by various means in competition to do better than other players. The Odamex client and WAD files may be modified, and some players choose to modify them to cheat. Our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of Cheats == === Wallhack === This is a modification of the client for a visual advantage, most commonly to be granted the ability to see another player through a wall to know where he or she is located most of the time. === Speedhack === This is often achieved by a stand-alone process that boosts one's CPU speed in order to accomplish the usual goal of a speedhack, hence the name applied to this cheat, to boost up one's local speed to be faster than that of other players. === Aimbot === This is a common cheat that is often produced by modifying the client and that uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. de87234d09224d8c466e14a51242b8ce7fa9a8eb 1374 1357 2006-03-30T15:35:52Z 80.168.139.168 0 /* Unfair movement */ wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack is a cheat which allows a player to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 23e39f0f4cc5a1c9c79e4755051d98209a3ed9ee 1357 1356 2006-03-30T02:27:35Z Manc 1 /* Whitelisting */ Wikipedia'd some links wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [http://en.wikipedia.org/wiki/Spoofing_attack spoofing] and [http://en.wikipedia.org/wiki/DDoS DDoS] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 461dd3d124f3f922845ab7f7e3fa2fa6cc174c08 1356 1355 2006-03-30T02:19:07Z Manc 1 /* Blacklisting */ wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheaters. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. a58e899cce9c1a67419085f1f5864c4239a229d9 1355 1345 2006-03-30T02:18:45Z Manc 1 /* Closing the source */ wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] An open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheats. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 7bfc0bcc40c59778872c8197cc30965f3ac25cd8 1345 1321 2006-03-29T13:46:56Z Voxel 2 /* Types of cheats */ wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. === Exploit === An engine [[exploit]] may in rare cases be used to cheat. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheats. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 8f211bfd8b107bc5e52160aebc1d79588a2dd52d 1321 1314 2006-03-29T12:51:45Z Voxel 2 wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheats. This is a bad idea because: * A [[ban]] can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 4b4356f13e539919e588f356de5447924769ba8a 1314 2006-03-29T12:34:55Z Voxel 2 wikitext text/x-wiki Cheating is the use of unfair advantage in competition. The odamex client and wad files may be modified, and some players choose to modify them to cheat. The majority of our community is against cheating and takes active measures to prevent, detect and eliminate cheats. == Types of cheats == === Unfair strategy === Also known as a wallhack, this is a modification of the client for unfair visual advantage, such as seing another player through a wall. === Unfair movement === A speedhack allows a cheat to move faster than other players. === Unfair accuracy === Also known as an aimbot, uses automatic aiming algorithms in order to attain superior aim. == Rejected solutions == === Closing the source === Security through obscurity leads to both insecurity and obscurity. This: * Stagnates development * Reduces number of eyes checking the code for [[bugs]] * Encourages binary cheat distribution * Has been shown to fail countless times * Limits the [[target platforms]] Sn open-source project under a viral license also forces source code to be made available of any derived works (including cheats). === Blacklisting === Some have proposed banning all cheats. This is a bad idea because: * A ban can only lock out a computer address, not the individual * Long ban lists require much storage and maintenance * If used sparingly, some innocent players would also be banned by mistake * Reduces the scope for testing countermeasures However, in specific cases, bans remain a useful deterrent. === Whitelisting === A global login system was proposed in order to enforce nicknames. This would, in theory, cut down on the number of potential [[spoofing]] and [[DDoS]] problems by only accepting connections from a list of signed-up members. It would also make user-tracking easier. However it has not been implemented because: * It would require lot more storage&maintenance than even a Blacklist * It would provide a single point of failure == What you can do == When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the odamex team. 53f4ba537bf9d4d8339139a7985e81c6ecf6bc6b Cl connectalert 0 1624 3260 2008-08-03T14:54:15Z Ralphis 3 wikitext text/x-wiki ===cl_connectalert=== 0: Disable connect/disconnect sound notifications.<br> 1: Enable connect/disconnect sound notifications.<br> [[Category:Client_variables]] 000977cc8ce49df46593f572519e7671f3696690 Cl mouselook 0 1622 3253 2008-07-20T10:41:51Z GhostlyDeath 32 wikitext text/x-wiki ===cl_mouselook=== 0: Disable client mouselook.<br> 1: Enable client mouselook.<br> [[Category:Client_variables]] de23593c3c2522cca75ff8baf687d65d95be9717 Cl run 0 1534 2833 2007-02-01T00:15:38Z AlexMax 9 wikitext text/x-wiki ===cl_run=== 0: Disable autorun.<br> 1: Enable autorun.<br> [[Category:Client_variables]] 2738dd56b55ee1b8861194646e5d54d0810cf0bf Clear 0 1430 2169 2006-04-16T04:52:41Z Ralphis 3 wikitext text/x-wiki ===clear=== The '''clear''' command erases all items currently in the console. [[Category:Client_commands]] 5e5963d925f91848616fc564372cbc95080d694d Clearbans 0 1611 3216 2008-06-06T21:37:34Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#clearbans]][[Category:Server_commands]] 6527ede1534c837c31b0c7e84e9efb0fa4975aa9 Clearexceptions 0 1615 3220 2008-06-06T21:38:55Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#clearexceptions]][[Category:Server_commands]] 210d5796bf46af1520a9c0653f548285c5196247 Clearmaplist 0 1587 3159 3158 2008-05-28T23:14:31Z Nes 13 please work wikitext text/x-wiki #REDIRECT [[Map_List#clearmaplist]][[Category:Server_commands]] 66c09dbedcfa7804ade9bb3700b0ab878a4d3366 3158 3157 2008-05-28T23:10:15Z Nes 13 UGH wikitext text/x-wiki #REDIRECT [[Map_List#clearmaplist]] 8f04954ed726bacb1f9117601073948b58a0ed39 3157 3156 2008-05-28T23:09:47Z Nes 13 wikitext text/x-wiki [[Category:Server_commands]] #REDIRECT [[Map_List#clearmaplist]] 62efa40f2af5606f4f18589c99827c0cfc0807f1 3156 3126 2008-05-28T22:53:41Z Nes 13 test wikitext text/x-wiki #REDIRECT [[Map_List#clearmaplist]] 8f04954ed726bacb1f9117601073948b58a0ed39 3126 2008-05-13T00:20:16Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#clearmaplist]] [[Category:Server_commands]] 106c7b01de34572197db80f61054bbd5679bf19f Client 0 1324 3113 3072 2008-05-06T11:23:52Z Ralphis 3 Added commands and variables; see also section wikitext text/x-wiki {{stub}} {{Modules}} The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). The client can also function as a single player game without any network connections being made == See also == * [[:Category:Client commands|Client commands]] * [[:Category:Client variables|Client variables]] 8ccccce7b76172b8b02dbdf70548a5718114a05d 3072 2649 2008-05-05T14:48:45Z Voxel 2 wikitext text/x-wiki {{stub}} {{Modules}} The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). The client can also function as a single player game without any network connections being made aa8ef27829a020ce7f2c4fe12611e0b124bbcd94 2649 2626 2007-01-09T20:53:37Z Ralphis 3 wikitext text/x-wiki {{stub}} {{Modules}} The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). Technically, it is not '''just''' a client, since it can also function as a game locally without any network connections being made f9652a8b7ee0b93aa319863a4cb2204ffb6ea91e 2626 1521 2006-12-01T02:10:14Z Zorro 22 wikitext text/x-wiki {{Modules}} The client is the program that you run on your end when you want to actually play the game. It is what poles for input and displays graphics to the screen (in addition to sound and other minor aspects). Technically, it is not '''just''' a client, since it can also function as a game locally without any network connections being made 190ead6eba791242a8374bda170a2789775309f2 1521 2006-03-30T21:01:13Z Voxel 2 wikitext text/x-wiki {{Modules}} 4ca4c62cb200ec6240ce98cd2cd66e811854a180 Cmdlist 0 1714 3478 2010-08-23T11:42:14Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings]][[Category:Client commands]][[Category:Server commands]] 1e4c0ab02f839b32b761fe209356649412eaf9ee Co allowdropoff 0 1710 3455 2010-08-06T05:56:23Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co boomlinecheck 0 1728 3559 2011-08-11T18:52:40Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co level8soundfeature 0 1713 3475 2010-08-23T11:23:20Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co realactorheight 0 1711 3456 2010-08-06T05:56:44Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co zdoomphys 0 1725 3555 2011-08-11T18:50:11Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co zdoomsoundcurve 0 1726 3556 2011-08-11T18:50:33Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Co zdoomswitch 0 1727 3557 2011-08-11T18:50:57Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Coding standard 0 1465 3658 3657 2012-07-04T05:14:36Z AlexMax 9 /* General */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== === General === Things you should definitely do in your code: * Include a GPL header at the top of any new files. * Write code that is clear and avoids being too "tricky". * Write code that is defensive and secure, don't make assumptions about inputs. * Write comments that are descriptive and are of reasonable size, without being overly verbose. * Maintain traditional naming conventions, for consistency. * Use <code>NULL</code> for null pointers, not <code>0</code>. * Add a [[test]] for every change (or an explanation of why this is impossible). Things you should definitely AVOID in your code: * Changing code that already works. * Precompiler macros. * Global variables; they can create problems elsewhere in code. * Variants (tagged unions); they can present a performance problem. * Passing non-trivial data structures by value; pass them by <code>const</code> reference instead. * Magic numbers; use <code>#define</code> or <code>const</code> in your code for fixed numbers, at the top of files. * Hungarian notation such as <code>intVarname</code>; it's just plan evil. * C-style <code>char*</code> strings; replace them with C++ [http://en.cppreference.com/w/cpp/string/basic_string std::string] where it is safe to do so. * C-style casts like <code>(int)</code>; use [http://en.cppreference.com/w/cpp/language/static_cast static_cast], [http://en.cppreference.com/w/cpp/language/const_cast const_cast] or [http://en.cppreference.com/w/cpp/language/reinterpret_cast reinterpret_cast] instead. * <code>goto</code>. === Style Guidelines === * Set your editor to use Unix line-endings (LF), not Windows (CRLF). * Use tabs for indentation and spaces for alignment [http://www.emacswiki.org/SmartTabs like so]. ** If this is done correctly, it does not matter what tab-width you use. * Use [http://en.wikipedia.org/wiki/Indent_style#Allman_style Allman] brace style: opening and closing braces go on their own line. * Use of braceless blocks is allowed. * Try to limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution). * Set your editor to strip trailing whitespace on save. === File Operations === When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not. Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in. Some of the useful functions included are: * SDWORD M_FileLength(FILE *) - Returns the length of an open file handle Filename operations: * BOOL M_FileExists(std::string Filename) - Checks if a file exists or not * BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added * void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination * BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination * void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination * void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination Others include: * BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it. * QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC. === Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === * Be aware that the all Z_Zone allocated memory is freed when the WAD changes ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 8b7b542970c488da84df422af14062170c5a52e3 3657 3228 2012-06-22T23:17:49Z AlexMax 9 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== === General === Things you should definitely do in your code: * Include a GPL header at the top of any new files. * Write code that is clear and avoids being too "tricky". * Write code that is defensive and secure, don't make assumptions about inputs. * Write comments that are descriptive and are of reasonable size, without being overly verbose. * Maintain traditional naming conventions, for consistency. * Add a [[test]] for every change (or an explanation of why this is impossible). Things you should definitely AVOID in your code: * Changing code that already works. * Precompiler macros. * Global variables; they can create problems elsewhere in code. * Variants (tagged unions); they can present a performance problem. * Passing non-trivial data structures by value; pass them by <code>const</code> reference instead. * Magic numbers; use <code>#define</code> or <code>const</code> in your code for fixed numbers, at the top of files. * Hungarian notation such as <code>intVarname</code>; it's just plan evil. * C-style <code>char*</code> strings; replace them with C++ [http://en.cppreference.com/w/cpp/string/basic_string std::string] where it is safe to do so. * C-style casts like <code>(int)</code>; use [http://en.cppreference.com/w/cpp/language/static_cast static_cast], [http://en.cppreference.com/w/cpp/language/const_cast const_cast] or [http://en.cppreference.com/w/cpp/language/reinterpret_cast reinterpret_cast] instead. * <code>goto</code>. === Style Guidelines === * Set your editor to use Unix line-endings (LF), not Windows (CRLF). * Use tabs for indentation and spaces for alignment [http://www.emacswiki.org/SmartTabs like so]. ** If this is done correctly, it does not matter what tab-width you use. * Use [http://en.wikipedia.org/wiki/Indent_style#Allman_style Allman] brace style: opening and closing braces go on their own line. * Use of braceless blocks is allowed. * Try to limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution). * Set your editor to strip trailing whitespace on save. === File Operations === When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not. Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in. Some of the useful functions included are: * SDWORD M_FileLength(FILE *) - Returns the length of an open file handle Filename operations: * BOOL M_FileExists(std::string Filename) - Checks if a file exists or not * BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added * void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination * BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination * void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination * void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination Others include: * BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it. * QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC. === Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === * Be aware that the all Z_Zone allocated memory is freed when the WAD changes ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] a1deefa91795be6d22fdcf433256f43a0d5243ea 3228 3207 2008-06-12T11:00:08Z Russell 4 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== === General === * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto === File Operations === When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not. Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in. Some of the useful functions included are: * SDWORD M_FileLength(FILE *) - Returns the length of an open file handle Filename operations: * BOOL M_FileExists(std::string Filename) - Checks if a file exists or not * BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in Filename, if it isn't, it is added * void M_ExtractFilePath(std::string Filename, std::string &Destination) - Returns the path of a filename in Destination * BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination * void M_ExtractFileBase(std::string Filename, std::string &Destination) - Returns the base name of Filename in Destination * void M_ExtractFileName(std::string Filename, std::string &Destination) - Returns the complete filename of Filename in Destination Others include: * BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it. * QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC. === Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === * Be aware that the all Z_Zone allocated memory is freed when the WAD changes === Formatting === * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] e6a25e2f57170a98e04e0733bbba9a769d07d497 3207 3206 2008-06-04T00:36:02Z Russell 4 File Operations wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== === General === * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto === File Operations === When using file i/o based functions, such as fopen() etc or filename string functions, there are some that are not provided, ie retrieving the length of a file, checking if a file exists or not. Thankfully, Odamex provides some internal functions for doing such. Be sure to check out '''m_fileio.h''' before writing your own, it may have already been implemented! If it isn't, write us a patch and send it in. Some of the useful functions included are: * SDWORD M_FileLength(FILE *) - Returns the length of an open file handle Filename operations: * BOOL M_FileExists(std::string Filename) - Checks if a file exists or not * BOOL M_AppendExtension(std::string &Filename, std::string Extension, bool If_Needed = true) - Add an extension on to the end of a filename, If_Needed detects if Extension is in the path, if it isn't, it is added * void M_ExtractFilePath(std::string Path, std::string &Destination) - Returns the path of a filename in Destination * BOOL M_ExtractFileExtension(std::string Filename, std::string &Destination) - Returns the extension of Filename in Destination * void M_ExtractFileBase(std::string Path, std::string &Destination) - Returns the base name of Path in Destination * void M_ExtractFileName(std::string Path, std::string &Destination) - Returns the complete filename of Path in Destination Others include: * BOOL M_WriteFile(std::string Filename, void *Buffer, QWORD Length) - Creates/overwrites a file and writes a block of data to it. * QWORD M_ReadFile(std::string Filename, BYTE **Buffer) - Allocates a buffer using Z_Malloc and reads the data into it from a file, lifetime is PU_STATIC. === Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === * Be aware that the all Z_Zone allocated memory is freed when the WAD changes === Formatting === * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 854a0cf72015c2ec32d39018638f0e092c2fbcb3 3206 3202 2008-06-03T19:28:45Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== === General === * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto === Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === * Be aware that the all Z_Zone allocated memory is freed when the WAD changes === Formatting === * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 957ca21c700b417a38b1e111fb7a66cca3f25202 3202 3140 2008-06-03T11:53:36Z Russell 4 New code guidelines wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto == New code guidelines == These apply when writing brand new code in Odamex, whether it be patches or other. === Standard Memory Management === If you need to use malloc(), calloc(), realloc(), free() functions. Use the '''macros''' located in '''m_alloc.h''', these are provided because they are much better when it comes to debugging code and such: * M_Malloc(size_t Size) * M_Calloc(size_t Items, size_t Size) * M_Realloc(void *Pointer, size_t Size) * M_Free(uintptr_t &Reference) A list of features these functions offer: * The Size value can NEVER be 0, this prevents platform-specific behaviour. * M_Free uses a reference instead of a pointer, it still does the same as normal free(), but will NULL the address on return. * They will abort the program if their operation fails. === Z_Zone Memory Management === todo. ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 81925a15bb3e9405cb22a5006e372b4f7129b6af 3140 3139 2008-05-22T18:44:21Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. code for alternative platforms) ==Code guidelines== * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] b4e02632359672611589a074238b62ee04f4e7ed 3139 3136 2008-05-22T18:41:31Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature * Do not submit things you cannot test (e.g. alternative platforms) ==Code guidelines== * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] b8b2a8887b89126f50ac7d39857f887467dd7ff2 3136 3095 2008-05-18T17:16:01Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Make logical changes in separate patches * Minimise the number of changes in each patch * Provide an off switch for every new feature ==Code guidelines== * Add a [[test]] for every change (or an explanation of why this is impossible) Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 3393372601ecb0dd6dd510b240101635135cc163 3095 3091 2008-05-05T20:08:46Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Add a [[test]] for every change (or an explanation of why this is impossible) * Make logical changes in separate patches * Provide an off switch for every new feature ==Code guidelines== Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 549b6d54fc1263d75491c84afeffef8e4b8728ac 3091 3055 2008-05-05T15:23:47Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Add a [[test]] for every change * Make logical changes in separate patches * Provide an off switch for every new feature ==Code guidelines== Things you should definitely AVOID in your code: * Changing code that already works * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 8e6ed3a709110295bbec632a1d82295fcf4892c4 3055 3054 2008-05-05T14:16:42Z Voxel 2 /* See Also */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Code guidelines== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 785de1647156ab604d4461c89fa3064aeb8911a5 3054 3053 2008-05-05T14:16:19Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Code guidelines== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto ==Formatting guidelines== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] adb2eff296b20952f63dd20ae965afa6c4285598 3053 3052 2008-05-05T14:14:58Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. =Requirements= * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches =Style= ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 654e7588ef653d20c90237a0baf1b0f43de61eff 3052 3051 2008-05-05T14:14:23Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. =Requirements= * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] b9fc72b7591c7f49ea66fe596bf7ca55a9a6be09 3051 3050 2008-05-05T14:13:38Z Voxel 2 /* Overview */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to ensure continuity, this reduces bugs and provides easy readability of the code. ==Requirements== Rules: * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 15cac446bda7474ea578b18798dc4f720e53afe7 3050 3049 2008-05-05T14:11:15Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==Requirements== Rules: * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 2e66c273e9e5258a8c734a649a31f3ad5a430452 3049 3046 2008-05-05T14:10:39Z Voxel 2 /* Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==Requirements== This is a list that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Add a [[test]] for every change * Do not fix code that already works * Make logical changes in separate patches ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 4f3dc6e640d5e45e82c92d8fdb4d89dc2f5faf14 3046 3045 2008-05-05T14:03:29Z Voxel 2 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==Requirements== This is a list that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Add a [[test]] for every change * Do not change code that already works * Make logical changes in separate patches ==Formatting== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ==Code== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 3fbfad65ec8cd17ca9634b6a18139e535f4e60a1 3045 2971 2008-05-05T14:02:49Z Voxel 2 /* General Requirements */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==Requirements== This is a list that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Add a test for every change * Do not change code that already works * Make logical changes in separate patches ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ===Code=== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 33c16d357ee271402039c6298779842e07706944 2971 2467 2007-12-27T02:20:11Z Russell 4 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Do not break code, if it works, leave it, if it doesn't, fix it! * Do not change formatting of code. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonable screen resolution) ===Code=== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] eb24ddd49f75b8bcede36224a4ad2724750de4f4 2467 2466 2006-10-31T01:27:27Z Voxel 2 /* Code */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Do not break code, if it works, leave it, if it doesn't, fix it! * Do not change formatting of code. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * Precompiler macros * Global variables (they can create problems elsewhere in code) * Variants (tagged unions) - they can present a performance problem * Magic numbers (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) * goto What you should strive for: * Clarity of code * Defensive and secure coding practices * Maintain traditional naming conventions, for consistency ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 4b471a694e4ef6444eee1d1cf852099d3e7b55b3 2466 2437 2006-10-31T01:25:01Z Voxel 2 /* Formatting */ wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Do not break code, if it works, leave it, if it doesn't, fix it! * Do not change formatting of code. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Descriptive comments * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentations to be of 1 tab character, using 4 space width tabs * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation. (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) What you should strive for: * Defensive and secure coding practices. * Clarity of code. * Maintain traditional naming conventions, for consistency. ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] e199e93105ccf1152b1370fbed0322da90de11da 2437 2434 2006-10-27T02:08:34Z 60.234.130.11 0 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Do not break code, if it works, leave it, if it doesn't, fix it! * Do not change formatting of code. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Code layout. (ANSI is preferable) * Descriptive comments. * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks) * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR * 80 line character limit, for devs with text-based editors. * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation. (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) What you should strive for: * Defensive and secure coding practices. * Clarity of code. * Maintain traditional naming conventions, for consistency. ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 5c4101cf9931cdeb1c8b6a5c57750414c4bd551c 2434 2433 2006-10-27T01:58:07Z 60.234.130.11 0 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. Rules: * Do not break code, if it works, leave it, if it doesn't, fix it! * Do not change formatting of code. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Code layout. (ANSI is preferable) * Descriptive comments. * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks) * 80 line character limit, for devs with text-based editors. * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation. (just plan evil) * C style strings. (replace them with C++ types where it is safe to do so) What you should strive for: * Defensive and secure coding practices. * Clarity of code. * Maintain traditional naming conventions, for consistency. ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] 30150a9f3d1fc1ae47546e5107f021327e3962f7 2433 2432 2006-10-27T01:48:41Z 60.234.130.11 0 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Code layout. (ANSI is preferable) * Descriptive comments. * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, like Code::Blocks) * 80 line character limit, for devs with text-based editors. * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation. (just plan evil) ==See Also== * none ==External Links== * [http://www.jwz.org/doc/tabs-vs-spaces.html tabs-vs-spaces] d8b6229e733912c52bcd8b683f8cebfdb44d00c1 2432 2431 2006-10-27T01:45:34Z 60.234.130.11 0 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Code layout. (ANSI is preferable) * Descriptive comments. * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, if your editor does not, a link to a utility can be found at the end of this page that does this.) * 80 line character limit, for devs with text-based editors. * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely AVOID in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) * Hungarian notation. (just plan evil) 7630b007d2c25c32982d1cf9cc1b5c045defa429 2431 2006-10-27T01:43:59Z 60.234.130.11 0 wikitext text/x-wiki ==Overview== Odamex relies on a coding standard to help keep consistency between subprojects, this also helps things like reduce bugs and also provides easy readability of the code. Some of the existing doom code in Odamex breaks these guidelines, which is exempt, unless you want to rewrite it! ==General Requirements== This is a list of general things that must be adhered to when you are: * An Odamex developer. * A patch submitter. ===Formatting=== * If creating a new file, include a GPL header at the top of it, as seen in other files. * Code layout. (ANSI is preferable) * Descriptive comments. * Comments of reasonable size. (not too big and not too small) * Comment formatting. (in c/c++, either // for 1 liners or /* */ for multiple lines) * Indentation to be of 4 SPACES, NOT Tab characters. (some editors have a feature which turns tab characters into spaces, if your editor does not, a link to a utility can be found at the end of this page that does this.) * 80 line character limit, for devs with text-based editors. * if you can, limit functions to a maximum size (like the amount that would fit on a monitor with a reasonably screen resolution) ===Code=== Things you should definitely avoid in your code: * GOTO's. (any sane programmer would not use these anyway) * Macros. * Global variables. (they can create problems elsewhere in code) * Variants. (tagged unions) - they can present a performance problem. * Magic numbers. (use #define or const in your code for fixed numbers, at the top of files) 2051bbd3fe955d779dc03bde86eba227a77036b3 Command line parameters 0 1617 3240 3239 2008-06-30T16:56:11Z Ladna 50 wikitext text/x-wiki ;'''+exec x ''' :Loads the commands located in the specified file. ;'''-config x ''' :An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). ;''' -port x ''' :A UDP port to listen on. ;''' -waddir x ''' :A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): :*'''-iwad/-file''' (full paths or relative to current working folder) :*'''-waddir''' :*'''$DOOMWADDIR''' (environment variable, not recommended) :*'''$DOOMWADPATH''' (environment variable) :*'''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). ;''' -iwad x''' :Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given. ;''' -deh x''' ;''' -beh x ''' ;''' -devparm x ''' :Runs the server in development mode. ;''' -skill x ''' :Skill level. :*'''1''': I'm too young to die :*'''2''': Hey not too rough :*'''3''': Hurt me plenty :*'''4''': Ultra-Violence :*'''5''': Nightmare (typical value for multiplayer games) ;''' -warp x ''' :Starts the server on the specified map. ;''' +map x ''' :Adds a map to the map rotation list. Separate multiple maps with spaces. ;''' -timer x ''' :A timelimit ;''' -avg x ''' :Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. ;''' -background x ''' ;''' -file x ''' :A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e. '''-file dwango5.wad judas23_.wad''' ;''' -logfile x ''' :The '''odasrv''' output logfile. ;''' -heapsize x ''' ;''' -maxclients x ''' :The maximum number of clients that can connect to the server. ;''' -stepmode x ''' ;''' -blockmap x ''' ;''' -noflathack ''' a80d5c60b27cf98dfad29b322ff359998244c05b 3239 2008-06-30T16:55:25Z Ladna 50 wikitext text/x-wiki = Basic command-line arguments = ;'''+exec x ''' :Loads the commands located in the specified file. ;'''-config x ''' :An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). ;''' -port x ''' :A UDP port to listen on. ;''' -waddir x ''' :A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): :*'''-iwad/-file''' (full paths or relative to current working folder) :*'''-waddir''' :*'''$DOOMWADDIR''' (environment variable, not recommended) :*'''$DOOMWADPATH''' (environment variable) :*'''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). ;''' -iwad x''' :Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given. ;''' -deh x''' ;''' -beh x ''' ;''' -devparm x ''' :Runs the server in development mode. ;''' -skill x ''' :Skill level. :*'''1''': I'm too young to die :*'''2''': Hey not too rough :*'''3''': Hurt me plenty :*'''4''': Ultra-Violence :*'''5''': Nightmare (typical value for multiplayer games) ;''' -warp x ''' :Starts the server on the specified map. ;''' +map x ''' :Adds a map to the map rotation list. Separate multiple maps with spaces. ;''' -timer x ''' :A timelimit ;''' -avg x ''' :Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. ;''' -background x ''' ;''' -file x ''' :A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e. '''-file dwango5.wad judas23_.wad''' ;''' -logfile x ''' :The '''odasrv''' output logfile. ;''' -heapsize x ''' ;''' -maxclients x ''' :The maximum number of clients that can connect to the server. ;''' -stepmode x ''' ;''' -blockmap x ''' ;''' -noflathack ''' 75beb090fbfa7fde8e1d8bee51857b5cd727a2a6 Command list 0 1328 1540 1539 2006-03-30T21:20:11Z AlexMax 9 wikitext text/x-wiki This page is depreciated. Please use [[:Category:Console Commands]] instead. e6d61db8b2c4d6df770f0a23ed9101dfcd27bce6 1539 2006-03-30T21:19:51Z AlexMax 9 wikitext text/x-wiki This page is depreciated. Please use [[:Category:Commands]] instead. 8fb736f2eb561205f1d2dcfb84c8686fd0126bd3 Commands 0 1335 3187 2976 2008-06-02T18:56:04Z Voxel 2 wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Client commands|Client commands]] * [[:Category:Server commands|Server commands]] The startup parameters are: * [[:Category:Client parameters|Client parameters]] * [[:Category:Server parameters|Server parameters]] 6e27b818dbde5b9a690eba934743d040be4f852e 2976 2973 2007-12-30T23:57:28Z Russell 4 Useless, sorry wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Client commands|Client commands]] * [[:Category:Server commands|Server commands]] c4dabb79d21ee5718c4b5a1fba6e615aa4980381 2973 2660 2007-12-30T23:18:59Z Russell 4 wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Client commands|Client commands]] * [[:Category:Server commands|Server commands]] Commands available on both the Client and Server are: * [[:Category:Common commands|Common commands]] 00999ea6591679abf06f561a781f886e42ff577f 2660 2659 2007-01-09T21:06:57Z Manc 1 Change to wikipedia command line definition, it's much better wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [http://en.wikipedia.org/wiki/Command_line command line]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] b2cab2eec860ba222da48bf585817554ef487838 2659 2658 2007-01-09T21:05:29Z Ralphis 3 wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Command line|command line]]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] d43bed8b14dee8f9eeafc80c6e196856a743a1ef 2658 2141 2007-01-09T21:05:04Z Ralphis 3 wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Command line|commandline]]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] ff4699cbd43adce87a53faf61f5a1702624f309f 2141 1585 2006-04-16T04:18:44Z Ralphis 3 wikitext text/x-wiki Commands can be used to control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] 486756fa9cc34180f0427f85e2f44b902319b3f5 1585 1573 2006-03-30T22:07:14Z Voxel 2 wikitext text/x-wiki Commands can be used control odamex or to retrieve information. Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. You can enter commands at the server terminal or at the client [[console]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] d9f58bb57a81abe57a2212032672df2edab72cdf 1573 1572 2006-03-30T21:53:30Z Voxel 2 wikitext text/x-wiki Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. They can be used control odamex or to retrieve information. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] 7991c423a65c6e3a3a32956b28cc4e5b0d27fe47 1572 1571 2006-03-30T21:50:15Z Voxel 2 wikitext text/x-wiki Startup commands can be given to both [[Server|server]] and [[Client|client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] 49dc04e485604ecdf8e368038ac68815fff14ff2 1571 1563 2006-03-30T21:50:00Z Voxel 2 wikitext text/x-wiki Startup commands can be given to both [[Server]] and [[Client]] as parameters prefixed with '+' on the [[Commandline|commandline]]. There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] 8f298b4ab296213cfb4c75ec5cee270b31617f69 1563 2006-03-30T21:39:04Z Voxel 2 wikitext text/x-wiki There are: * [[:Category:Server commands|Server commands]] * [[:Category:Client commands|Client commands]] 05bc35d270a7fe64a576e718ab4b5c8da9a1468b Compatibility Options 0 1709 3763 3617 2013-07-14T19:32:22Z Pseudoscientist 76 /* Boom Enhanced Behavior */ Document co_boomsectortouch wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ==Boom Enhanced Behavior== ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. ===Boom Linedef Check=== Usage: '''co_boomlinecheck (0-1)''' When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines. ===Boom Sector Touch Check=== Usage: '''co_boomsectortouch (0-1)''' When enabled, only those things which actually touch the sector in which ceiling of floor height is changing will have their position checked (and possibly changed), as Boom does. When disabled, all things linked to all blockmap cells which touch the moving sector will have their positions checked (and adjusted to fit), like vanilla Doom. The effect is that moving floors/ceilings can cause some nearby things which are stuck to move up abruptly. (Those things will often appear to float in the air after that). If any thing would still be stuck after the movement, the movement will fail (unless it's a crusher). In version 0.6.3, if co_zdoomphys is enabled, co_boomsectortouch should also be enabled, because it makes Odamex's behavior closer to that of ZDoom's. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ==ZDoom Enhanced Behavior== ===ZDoom Physics=== Usage: '''co_zdoomphys (0-1)''' When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. Some of the changes this enables are: *Two-Way Wallruns *ZDoom gravity & air aontrol *ZDoom item pickups (can pick up items when 32 units above) *ZDoom splash damage (rocket jumps) ===ZDoom Sound Curve=== Usage: '''co_zdoomsoundcurve (0-1)''' When enabled, Odamex will use ZDoom's sound curve. ===ZDoom Switch Sound Origin=== Usage: '''co_zdoomswitch (0-1)''' When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. ==Odamex Enhanced Behaviors== ===Gravity=== Usage: '''sv_gravity (#)''' The amount of gravity forced upon players. The default value for gravity is '''800'''. ===Air Control=== Usage: '''sv_aircontrol (#)''' The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''. 7249562cc08c7a74e03a84fd9b278d955a074721 3617 3561 2012-03-15T20:23:53Z Ralphis 3 /* ZDoom Physics */ wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ==Boom Enhanced Behavior== ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. ===Boom Linedef Check=== Usage: '''co_boomlinecheck (0-1)''' When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ==ZDoom Enhanced Behavior== ===ZDoom Physics=== Usage: '''co_zdoomphys (0-1)''' When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. Some of the changes this enables are: *Two-Way Wallruns *ZDoom gravity & air aontrol *ZDoom item pickups (can pick up items when 32 units above) *ZDoom splash damage (rocket jumps) ===ZDoom Sound Curve=== Usage: '''co_zdoomsoundcurve (0-1)''' When enabled, Odamex will use ZDoom's sound curve. ===ZDoom Switch Sound Origin=== Usage: '''co_zdoomswitch (0-1)''' When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. ==Odamex Enhanced Behaviors== ===Gravity=== Usage: '''sv_gravity (#)''' The amount of gravity forced upon players. The default value for gravity is '''800'''. ===Air Control=== Usage: '''sv_aircontrol (#)''' The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''. ececd90bb1731614c286b8e2253a706980addff6 3561 3558 2011-08-11T19:01:48Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ==Boom Enhanced Behavior== ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. ===Boom Linedef Check=== Usage: '''co_boomlinecheck (0-1)''' When enabled, additional checks are made on two-sided lines, allows additional silent bfg tricks, and the player will "oof" on two-sided lines. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ==ZDoom Enhanced Behavior== ===ZDoom Physics=== Usage: '''co_zdoomphys (0-1)''' When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. ===ZDoom Sound Curve=== Usage: '''co_zdoomsoundcurve (0-1)''' When enabled, Odamex will use ZDoom's sound curve. ===ZDoom Switch Sound Origin=== Usage: '''co_zdoomswitch (0-1)''' When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. ==Odamex Enhanced Behaviors== ===Gravity=== Usage: '''sv_gravity (#)''' The amount of gravity forced upon players. The default value for gravity is '''800'''. ===Air Control=== Usage: '''sv_aircontrol (#)''' The amount of control a player has over their direction while in the air. The default value for air control is '''0.00390625'''. 1fae236b467cd723e6d0b7a10817d4889c77b4de 3558 3554 2011-08-11T18:51:12Z Ralphis 3 /* ZDoom Sound Curve */ wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ==Boom Enhanced Behavior== ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ==ZDoom Enhanced Behavior== ===ZDoom Physics=== Usage: '''co_zdoomphys (0-1)''' When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. ===ZDoom Switch Sound Origin === Usage: '''co_zdoomswitch (0-1)''' When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. ===ZDoom Sound Curve=== Usage: '''co_zdoomsoundcurve (0-1)''' When enabled, Odamex will use ZDoom's sound curve. 3c6161454b9b426fb6fb236a0dfb6f3abe9033c1 3554 3474 2011-08-11T18:48:35Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ==Boom Enhanced Behavior== ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ==ZDoom Enhanced Behavior== ===ZDoom Physics=== Usage: '''co_zdoomphys (0-1)''' When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. ===ZDoom Switch Sound Origin === Usage: '''co_zdoomswitch (0-1)''' When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. ===ZDoom Sound Curve=== Usage: '''co_zdoomsoundcurve (0-1)''' When enabled, Odamex will use ZDoom's sound curve. da4778a81b746841e48f98197fd98604e6970bd3 3474 3459 2010-08-23T11:22:23Z Ralphis 3 Add co_level8soundfeature wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===EXM8/MAP08 Full Volume Toggle=== {{Latched}} Usage: '''co_level8soundfeature (0-1)''' When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input. ===Real Actor Heights=== {{Latched}} Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ''NOTE: As of Odamex 0.5, this feature has not been entirely reimplemented yet. '' 0a4a0aacaed0bca4b7d0ed625a803daa6231f9b9 3459 3454 2010-08-23T10:34:59Z Ralphis 3 /* Real Actor Heights */ wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===Real Actor Heights=== {{Latched}} Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. ''NOTE: As of Odamex 0.5, this feature has not been entirely reimplemented yet. '' 24e7a23b7ca2478f43a0b673c524d47bc5d66f48 3454 3453 2010-08-06T05:54:51Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===Real Actor Heights=== {{Latched}} Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. 0ad350df6e7e6e03dce8dc1e9987b4d46d01ae29 3453 2010-08-06T05:52:50Z Ralphis 3 wikitext text/x-wiki Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. ===Allow Dropoffs=== {{Latched}} Usage: '''co_allowdropoff (0-1)''' When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility. ===Real Actor Heights=== Usage: '''co_realactorheight (0-1)''' When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. f9262d2c32cf9fa93c21d3f11e03bd1b957b8fec Compiling the Launcher 0 1506 2710 2007-01-19T03:38:56Z AlexMax 9 Compiling the Launcher moved to Compiling the Launcher using Code::Blocks: More specific and consistant with the step-by-step source compilation directions wikitext text/x-wiki #redirect [[Compiling the Launcher using Code::Blocks]] 7788e0aced4ab17a18a19359ffb06fe4a53558b7 Compiling the Launcher using Code::Blocks 0 1505 3789 2997 2014-02-08T21:00:19Z Manc 1 No longer specify ansi wikitext text/x-wiki In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, '''you WILL need to [[Compiling_using_Code::Blocks|take these steps]] before continuing with this article.''' == Getting wxWidgets == === Windows === You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website]. After that, extract everything to a directory of your choice, preserving directory structure. === Linux === Refer to your distributions instructions on installing wxWidgets. == Compiling wxWidgets == === Windows === Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries. == Compiling wxrc == Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. == Compiling the Launcher == Open Code::Blocks and navigate to the Settings->Global Variables menu, select "wx" as your current variable if it isn't already selected. In the '''base''' field, type in the path of your wxWidgets directory and close the dialog. Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''. If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory. 84d42b0f71ab688e13c77ac90432b613d932090a 2997 2996 2008-02-29T05:55:43Z Russell 4 wikitext text/x-wiki In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, '''you WILL need to [[Compiling_using_Code::Blocks|take these steps]] before continuing with this article.''' == Getting wxWidgets == === Windows === You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website]. After that, extract everything to a directory of your choice, preserving directory structure. === Linux === Refer to your distributions instructions on installing wxWidgets. == Compiling wxWidgets == === Windows === Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries. == Compiling wxrc == Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. == Compiling the Launcher == Open Code::Blocks and navigate to the Settings->Global Variables menu, select "wx" as your current variable if it isn't already selected. In the '''base''' field, type in the path of your wxWidgets directory and close the dialog. Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''. If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory. 933e0074c5f84f4b67583705055128c71d639a05 2996 2846 2008-02-29T05:54:21Z Russell 4 wikitext text/x-wiki In this article, we will learn how to compile the Odamex Launcher which uses the wxWidgets API, you will need to [Compiling_using_Code::Blocks take these steps] before continuing with this article. == Getting wxWidgets == === Windows === You will need to download the latest '''MSW''' package from the [http://www.wxwidgets.org wxWidgets website]. After that, extract everything to a directory of your choice, preserving directory structure. === Linux === Refer to your distributions instructions on installing wxWidgets. == Compiling wxWidgets == === Windows === Open a command prompt window, go to '''your-wxwidgets-dir\build\msw''' directory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the '''lib\gcc_lib''' folder after its built, these are the compiled wxWidgets libraries. == Compiling wxrc == Go back to the wxWidgets root directory, navigate to the '''utils\wxrc''' sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. == Compiling the Launcher == Open Code::Blocks and navigate to the Settings->Global Variables menu, select "wx" as your current variable if it isn't already selected. In the '''base''' field, type in the path of your wxWidgets directory and close the dialog. Open your '''odamex.workspace''' in Code::Blocks and double-click on the Launcher project, select '''Release''' build target, go to the '''Build''' menu and hit '''Rebuild'''. If all went well, you should see an '''odalaunch''' binary in the '''bin''' directory of your Odamex source directory. 151ad1e97f00231cc40bb3ae5497c33e72feed2c 2846 2711 2007-02-09T23:19:11Z Russell 4 wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. ====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE==== If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx. 1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH. 2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin Then continue... Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === Open codeblocks and navigate to the Settings->Global Variables menu, select "wx" as your current variable if it isn't already selected. In the ''base'' field, type in the path of your wxWidgets directory and close the dialog. Now open the ''odamex.workspace'' file located in your odamex source directory, right click on the launcher project and select ''Activate project''. Now go to the ''Build Target:'' combo box in the toolbar below the main menu and select ''Win Release'', go to the ''Build menu'' and click ''Rebuild'' and click Yes, this will build the launcher and output the binary/executable in the bin directory in the odamex source directory. == External Links == [http://www.wxwidgets.org wxWidgets website] e223ba1ec56e8ee6becc3abecb76e4a57a0f60ac 2711 2709 2007-01-19T03:39:58Z AlexMax 9 wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. ====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE==== If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx. 1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH. 2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin Then continue... Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === to be continued.. == External Links == [http://www.wxwidgets.org wxWidgets website] c1a253b32e19ec6f3d095ee5f93bf48cb21cdeb5 2709 2707 2007-01-19T03:38:56Z AlexMax 9 Compiling the Launcher moved to Compiling the Launcher using Code::Blocks wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. ====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE==== If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx. 1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH. 2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin Then continue... Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === to be continued.. == Compiling on Linux == == Compiling on MacOSX == == External Links == [http://www.wxwidgets.org wxWidgets website] 484f9172cd9e2430e3099632dcef4e344a13f5cc 2707 2706 2007-01-19T01:32:14Z Manc 1 /* Compiling wxWidgets */ wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. ====IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE==== If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx. 1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH. 2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin Then continue... Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === to be continued.. == Compiling on Linux == == Compiling on MacOSX == == External Links == [http://www.wxwidgets.org wxWidgets website] 484f9172cd9e2430e3099632dcef4e344a13f5cc 2706 2705 2007-01-19T01:31:10Z Manc 1 /* Compiling wxWidgets */ Added additional bit for codeblocks+mingw people wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. **IF YOU INSTALLED THE CODEBLOCKS+MINGW COMBO PACKAGE** If you initially install codeblocks with mingw included, everything is contained in your codeblocks directory. This has some nice benefits but unfortunately there's a couple things to do before you build wx. 1. Add the bin dir in your codeblocks location (usually c:\program files\codeblocks\bin) to your PATH. 2. Copy cc1.exe, cc1plus.exe and collect2.exe from codeblocks\libexec\gcc\mingw32\3.4.4 to codeblocks\bin Then continue... Open a command prompt window, navigate to this directory, go to the build\msw subdirectory and type: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === to be continued.. == Compiling on Linux == == Compiling on MacOSX == == External Links == [http://www.wxwidgets.org wxWidgets website] c09eec7b54f1ccb03bb471c3109bb4410c32d53f 2705 2007-01-19T01:17:51Z Russell 4 wikitext text/x-wiki == Overview == In this article, we will learn how to compile the odamex launcher which uses the wxWidgets API == Compiling on Windows == === Compiling wxWidgets === You will need to download the wxMSW package from the wxWidgets website, the latest version. After that, extract everything to a directory of your choice, preserving directory structure. Navigate to this directory, go to the build\msw subdirectory and type in the command prompt: <pre> mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release </pre> This process will take a while, you should end up with some libraries in the lib\gcc_lib folder after its built, these are the compiled wxWidgets libraries. === Compiling XML Resource files === (This is optional, only do this if you want to change the layout of your launcher!) In the wxWidgets root directory, navigate to the utils\wxrc sub-directory and type the same command line in the command prompt that you compiled wxWidgets with, this will build wxrc. After that, copy the wxrc.exe file from one of the subdirectories inside utils\wxrc to the odalaunch\res dir in your odamex root directory Now, In the odalaunch\res sub-directory, type this into the command prompt: <pre> wxrc /c /o res/xrc_resource.h res/dlgmain.xrc res/dlgconfig.xrc </pre> This will compile the XML Resource (*.xrc) files into a C header file. === Compiling the launcher === to be continued.. == Compiling on Linux == == Compiling on MacOSX == == External Links == [http://www.wxwidgets.org wxWidgets website] 030de78bf48b57a0d1dfd4d7bd7198f5099a12fb Compiling using CMake 0 1718 3901 3900 2019-01-23T20:44:21Z Hekksy 139 /* Server notes */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here]. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click on '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries. #*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found. #*• If you don't care about building the client, skip to the next step. #*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio. # Press F5 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex GitHub checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex GitHub checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 9a1584a87ef6a814985c3dd492181a4b46aa4299 3900 3899 2019-01-23T20:44:11Z Hekksy 139 /* Client notes */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here]. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click on '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries. #*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found. #*• If you don't care about building the client, skip to the next step. #*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio. # Press F5 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex GitHub checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] f4dde6db3ac29af43c36cf29323794a03e8619b4 3899 3898 2019-01-23T20:43:44Z Hekksy 139 /* Compiling Odamex */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here]. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click on '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries. #*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found. #*• If you don't care about building the client, skip to the next step. #*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio. # Press F5 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from GitHub, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 58a18cf2aaef268e0945dfe46f359905eedb841c 3898 3882 2019-01-23T20:43:20Z Hekksy 139 /* Compiling Odamex */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here]. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click on '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries. #*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found. #*• If you don't care about building the client, skip to the next step. #*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio. # Press F5 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from [[GitHub]], change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] aa813bcdd35bfa945b0eae0020232411c6665c98 3882 3881 2019-01-17T15:18:30Z Ch0wW 138 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. We highly recommend you Visual Studio 2017 Community, available for free [https://visualstudio.microsoft.com/downloads here]. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''', pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''', create a folder somewhere where you would like the workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click on '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #*• '''"Visual Studio 15 2017"''' if you want to build 32-bit (x86) binaries. #*• '''"Visual Studio 15 2017 Win64"''' if you want to build 64-bit (x64) binaries. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings that a few libraries (such as SDL2 and SDL2_mixer) could not be found. #*• If you don't care about building the client, skip to the next step. #*• If you want to build the client, you need to set the '''SDL2_INCLUDE_DIR''', '''SDL2_LIBRARY''', '''SDL2_MIXER_INCLUDE_DIR''' and '''SDL2_MIXER_LIBRARY''' cache variables. You may need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL2_LIBRARY''' should point directly at the file <tt>SDL2.lib</tt> in the <tt>lib</tt> directory, and '''SDL2_MIXER_LIBRARY''' should point directly at '''SDL2_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDL2_MIXER_LIBRARY''' points to <tt>SDL2_mixer.lib</tt>, and '''SDL2_LIBRARY''' points to <tt>SDL2.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual Studio. # Press F5 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 1babd5323fec868de857599bdc7fdd7787ef8ee0 3881 3880 2019-01-17T14:32:18Z Ch0wW 138 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' **• ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' **• ''Makefiles'' can compile the client, server, launcher, and master without issue. **• ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' **• ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] a6a308a5edd818d556268ae939cdf3a8008f4808 3880 3772 2019-01-17T14:30:35Z Ch0wW 138 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * '''Windows''' **• ''Visual C++ 2010 (up to 2017)'' can compile the client, server and master without issues. **• ''MinGW Makefiles'' can compile the client, server and master without issues. **• ''Code::Blocks (MinGW)'' can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * '''Mac OS X''' ** ''Makefiles'' on Mac OS X 10.6 can compile the client, server, launchers and master. * '''Linux''' ** ''Makefiles'' can compile the client, server, launcher, and master without issue. ** ''Code::Blocks'' uses Makefiles, so is equally as compatible. * '''FreeBSD''' ** ''Makefiles'' can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 4ed3282881ba355bf2ff0908f4f34121965a09d2 3772 3771 2013-08-17T21:08:18Z AlexMax 9 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>SDL.lib</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>SDL.lib</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] cd19919cc51ba0b9831e4b37a0b21f0e15d937ef 3771 3770 2013-08-17T21:06:01Z AlexMax 9 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click '''Generate'''. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 898b165d16bcf6777d3e2b7185ffb80f230b633c 3770 3769 2013-08-17T21:05:15Z AlexMax 9 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 7b13b2f5da168726bd56ff0e1428c17617d992a0 3769 3768 2013-08-17T21:04:27Z AlexMax 9 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow the installation instructions for any [[Required Libraries]] you might need. # Install a copy of Visual C++. #* Visual C++ 2012 Express for Windows Desktop is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/eng/downloads#d-express-windows-desktop here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 11''' if you have Visual C++ 2012. #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 ''' if you have Visual C++ 2008. #* '''Visual Studio 8''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # Press F7 to build the entire project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 7b0acbb7c13ac4e19054c0dc14adb4fb1172c0fa 3768 3767 2013-08-17T20:56:15Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] f6fbc91f8723933a03b00da772e170c7351da123 3767 3766 2013-08-17T20:55:43Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you need to set the '''SDL_INCLUDE_DIR''', '''SDL_LIBRARY_TEMP''', '''SDL_MIXER_INCLUDE_DIR''' and '''SDL_MIXER_LIBRARY''' cache variables. You need to check the "advanced" checkbox in order to see some of them. The INCLUDE_DIR entries points to the <tt>include</tt> directories of the libraries you just downloaded, '''SDL_LIBRARY_TEMP''' should point directly at the file <tt>libSDL.dll.a</tt> in the <tt>lib</tt> directory, and '''SDL_MIXER_LIBRARY''' should point directly at '''SDL_mixer.lib'''. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] b25f0172b9d666c874cb3f1efee5bc4f568ffe54 3766 3765 2013-08-17T20:40:37Z AlexMax 9 /* Code::Blocks */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <code>mingw32-make</code>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] a5eca3f5dfab193b735338620b8904a7a253f403 3765 3760 2013-08-17T20:39:50Z AlexMax 9 /* Code::Blocks */ wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== The configuration and generation steps are largely the same as above. However, when the CMake GUI asks you to select a generator, make sure and select '''CodeBlocks - MinGW Makefiles'''. And of course, instead of going to the command line and running <tt>mingw32-make</tt>, simply open the generated project with Code::Blocks. ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 2a05246d91200c0799e03bcf8a020bc654d0b9c8 3760 3746 2012-12-20T04:12:43Z Manc 1 wikitext text/x-wiki According to the Wikipedia page, [http://en.wikipedia.org/wiki/CMake CMake] is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 60200f3e189a8804f8feab75c1b7778e2607bafd 3746 3745 2012-08-25T14:56:14Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. If they're not, change them so they are. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] e272283ef37d79c307d2ee23e907c9a84b83d698 3745 3731 2012-08-25T14:55:18Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. #* '''If you have Odamex installed to C:\Program Files, read this!''' For some reason, CMake will point to the libraries you have in C:\Program Files\Odamex instead of the correct path. Make sure that '''SDLMAIN_LIBRARY''' points to <tt>libSDLmain.a</tt>, '''SDLMIXER_LIBRARY''' points to <tt>SDL_mixer.lib</tt>, and '''SDL_LIBRARY''' points to <tt>libSDL.dll.a</tt>. All three of these files should be in the SDL library directories you just downloaded. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 7dd8d22196d7a672185666bd40f762a847976510 3731 3727 2012-07-14T18:17:00Z AlexMax 9 /* Compiling Odamex */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === [[Image:CMake_Linux_Compiled.png|thumb|Finished compiling!]] Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 4b14aff5f7309043f21fd5059b6677600eb0e021 3727 3726 2012-07-14T16:58:04Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|Picking out the correct SDLMAIN directory]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 1e79d63a5d2ab192fe7a561ccfd0db051abc98df 3726 3725 2012-07-14T16:57:19Z AlexMax 9 /* Client notes */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|cmake-gui running in Windows]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== [[Image:CMake_Win_ClientDir.png|thumb|A fully-populated client directory]] The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 582afe1402da32344d97c3d061d8934577cad220 3725 3723 2012-07-14T16:52:51Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. [[Image:CMake_Win_SDLMAIN.png|thumb|cmake-gui running in Windows]] #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] babfbdf8b8d1c6721990c792ec0073008ab161d0 3723 3642 2012-07-14T16:46:17Z AlexMax 9 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks uses Makefiles, so is equally as compatible. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] f07e75842ec8446d3a5e3c7826c9114e149eda41 3642 3641 2012-04-30T03:35:11Z HyperEye 65 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server, launchers and master. * Linux ** Makefiles can compile the client, server, launchers, and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] b9c58d06d8bb3dd569234c149586bb9bf413bbde 3641 3640 2012-04-15T22:53:20Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library (the base directory, not the "lib" directory). Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 2ee2bd246bca4b0dc15ae273616c26c303c15d2a 3640 3639 2012-04-15T07:18:39Z HyperEye 65 /* Universal Binaries */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DCMAKE_OSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 17c37f6de5e50ce20ed8199076e65df3ebb826f6 3639 3638 2012-04-15T07:18:21Z HyperEye 65 /* OS X 10.4 Tiger */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DCMAKE_OSX_DEPLOYMENT_TARGET=10.4 \ -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk \ -DCMAKE_CXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DOSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 0fbf4dc449c24a36b346262558253febf6a03d07 3638 3637 2012-04-15T05:16:54Z HyperEye 65 /* Universal Binaries */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DOSX_DEPLOYMENT_TARGET=10.4 -DOSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk -DCXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DOSX_ARCHITECTURES="ppc;i386" ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 10388dfc4da4755c340ec98b8b3c85072241d64a 3637 3586 2012-04-14T23:50:27Z HyperEye 65 /* Mac OS X */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== OS X 10.4 Tiger ==== CMake can configure the build to use the OS X 10.4 Tiger SDK. This is useful for supporting as wide a range of OS X versions as possible. It is also required in order to build for ppc or to build a universal binary that includes ppc support. <pre>cmake -DOSX_DEPLOYMENT_TARGET=10.4 -DOSX_SYSROOT=/Developer/SDKs/MacOSX10.4u.sdk -DCXX_COMPILER=g++-4.0 ..</pre> These options can also be used to support any other installed SDK when something other than the system default is desired. ==== Universal Binaries ==== CMake also supports building universal binaries. For example, if you were interested in building a universal binary with ppc and i386 support: <pre>cmake -DOSX_ARCHITECTURES=ppc;i386 ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] c97a4d052827651cb8139006d387379e64cba38e 3586 3584 2011-12-03T21:17:27Z AlexMax 9 /* Windows */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == [[Image:CMake_Win_GUI.png|thumb|cmake-gui running in Windows]] === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 1e385f07da47bc517848aeaa93e6bbba911b2fd2 3584 3583 2011-12-03T20:55:43Z AlexMax 9 /* Compatibility */ No longer the case wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 5ff737ee5d19bb35c152f7456cd6326f1a0a081b 3583 3582 2011-12-03T20:17:17Z AlexMax 9 /* Compiling Odamex */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <code>make</code> * If you want to build just the client: <code>make odamex</code> * If you want to build just the server: <code>make odasrv</code> * If you want to build just the master: <code>make odamast</code> * If you want to clean up your build tree: <code>make clean</code> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 4d021bfa720d347fcd9618bdb34d24cce8316d09 3582 3581 2011-12-03T20:16:47Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <code>mingw32-make</code> #* If you want to build just the client: <code>mingw32-make odamex</code> #* If you want to build just the server: <code>mingw32-make odasrv</code> #* If you want to build just the master: <code>mingw32-make odamast</code> #* If you want to clean up your build tree: <code>mingw32-make clean</code> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] b8321b7e3c95620ed4365e0e783e6bed34e9689d 3581 3580 2011-12-03T20:15:59Z AlexMax 9 /* Installing CMake */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <code>aptitude install cmake</code> * Fedora 15: '''CMake 2.8.4''' <code>yum install cmake</code> * openSUSE 11.4: '''CMake 2.8.3''' <code>zypper in cmake</code> * Slackware 13.37 '''CMake 2.8.4''' <code>pkgtool</code> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <code>apt-get install cmake</code> * Ubuntu 11.04: '''CMake 2.8.3''' <code>apt-get install cmake</code> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Debian 5.0: '''CMake 2.6.0''' <code>aptitude install cmake</code> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <code>yum install cmake</code> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ce8b01820c557a5f2182ebea58af599d82ccd5a2 3580 3539 2011-12-03T20:14:51Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ===== Build Types ===== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> ==== Using Clang + LLVM ==== If you prefer to use clang instead of gcc, you can: <pre>export CC=/usr/bin/clang export CXX=/usr/bin/clang++ cmake -D_CMAKE_TOOLCHAIN_PREFIX=llvm- ..</pre> Note that CMake bakes the <tt>CC</tt> and <tt>CXX</tt> variables into the generated makefile, so you do not have to export them again if you run the makefile in a fresh shell environment. ==== Alternate SDL installations ==== If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc). ==== GUI Tool ==== If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == Mac OS X == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. You can also install the latest version using your package manager of choice: * Homebrew: <code>brew install cmake</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ==== Xcode ==== CMake supports generating Xcode project files. <pre>cmake -G Xcode ..</pre> ==== Universal Binaries ==== CMake also supports building universal binaries. <pre>export CMAKE_OSX_ARCHITECTURES=ppc;i386 cmake ..</pre> Valid values for CMAKE_OSX_ARCHITECTURES are <tt>ppc</tt>, <tt>i386</tt>, <tt>ppc64</tt> and <tt>x86_64</tt>. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package: * Package: <code>pkg_add -r cmake</code> * Port: <code>cd /usr/ports/devel/cmake && make install clean</code> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] c4724104918fbc1c5acee8ba93ebd2804e39b3fb 3539 3538 2011-08-11T02:41:08Z AlexMax 9 /* Visual C++ */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] b07e8be4123d3397a149eef2e449ba64e62d8cbc 3538 3537 2011-08-11T02:40:49Z AlexMax 9 /* Code::Blocks */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8-10 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 3d198b46eedd6b204fceec7ed1eb15b8c9c63efd 3537 3536 2011-08-11T02:40:20Z AlexMax 9 /* MinGW Makefiles */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click on the drop-down list next to '''CMAKE_BUILD_TYPE''' and select which type of build you would like to generate. Most likely, you will want to select Debug. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] cc4ff0a2dba5efe39301bf7af570a39d3a67bc1d 3536 3535 2011-08-11T02:37:29Z AlexMax 9 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. *** There is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] d352f6ceef411b0052876ec2bfd999ecb35f22d1 3535 3534 2011-08-11T02:35:38Z AlexMax 9 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. '''This is by design and has no fix.''' If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 33b9ec9743713d70fc0f65ee754c92a70ff03898 3534 3533 2011-08-11T02:32:48Z AlexMax 9 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issues. However, there are a few caveats: *** You '''must''' select a type of build (Debug/Release/etc.) when generating the project file, as the project does NOT have separate Debug and Release targets for every target. This is by design and has no fix. If you want to be able to switch between Debug and Release easily, keep two build directories. *** At this moment the generated project seems to heavily nest the source files in the project management tab. This might be tweak-able. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 2875e1eeafdbd31c6f650a37dc72afc4720dc8d3 3533 3532 2011-08-11T02:27:34Z AlexMax 9 /* Code::Blocks */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.cbp''' solution file to open it in Code::Blocks. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 1374dd363cfe264809b44b41b81368686550db83 3532 3531 2011-08-11T02:24:16Z AlexMax 9 /* Compatibility */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks (MinGW) can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support. ** The Xcode generator is untested. * Linux ** Makefiles can compile the client, server and master without issue. ** Code::Blocks is untested. However, it's highly likely that it works, with the same caveat about nested folders as the Windows version. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] f26a0905648f3115b870b09fc653963461c09ad1 3531 3528 2011-08-11T02:22:08Z AlexMax 9 /* Compatibility Matrix */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility == As the CMake build files are still a work in progress, some functionality might be missing. * Windows ** Visual C++ 2010 can compile the client, server and master without issue. ** MinGW Makefiles can compile the client, server and master without issue. ** Code::Blocks + MinGW Makefiles can compile the client, server and master without issue. However, at this moment the generated project seems to heavily nest the source files in the project management tab. * Mac OS X ** Makefiles on Mac OS X 10.6 can compile the client, server and master. However, there is currently no universal binary support. * Linux ** Makefiles can compile the client, server and master without issue. * FreeBSD ** Makefiles can compile the client, server and master without issue. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 983899a8208a9789879fae3a621383198a22660c 3528 3523 2011-07-25T14:49:45Z AlexMax 9 /* Compatibility Matrix */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility Matrix == As the CMake build files are still a work in progress, some functionality might be missing. * Works means that the given combination of compiler (and/or IDE) and target works. * Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient. * Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically. * Untested means that the given combination of compiler and target hasn't been tried yet. * No Target means that the compilation target does not yet exist. * The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column. {|border="1" |+ Compatibility Matrix v2 ! !Client !Server !Master !Launcher !Package |- !colspan="5"|Windows |.zip, NSIS |- !MinGW Makefiles |Working |Working |Working |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !Visual C++ 2010 |Working |Working |Working |No Target |None |- !Visual C++ 2008 |Untested |Untested |Untested |No Target |None |- !Visual C++ 2005 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Mac OS X |Bundle |- !Makefiles |Partial |Partial |Partial |No Target |None |- !Xcode 3.2 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Linux |rpm & deb |- !Makefiles |Working |Working |Working |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !colspan="5"|FreeBSD |N/A |- !Makefiles |Working |Working |Working |No Target |None |} == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 0c7640c96b05c7b1a44ead7bec72d7e2ffb328f9 3523 3522 2011-07-11T21:32:09Z AlexMax 9 /* Compatibility Matrix */ wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility Matrix == As the CMake build files are still a work in progress, some functionality might be missing. * Works means that the given combination of compiler (and/or IDE) and target works. * Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient. * Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically. * Untested means that the given combination of compiler and target hasn't been tried yet. * No Target means that the compilation target does not yet exist. * The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column. {|border="1" |+ Compatibility Matrix v2 ! !Client !Server !Master !Launcher !Package |- !colspan="5"|Windows |.zip, NSIS |- !MinGW Makefiles |Working |Working |Working |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !Visual C++ 2010 |Working |Working |Working |No Target |None |- !Visual C++ 2008 |Untested |Untested |Untested |No Target |None |- !Visual C++ 2005 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Mac OS X |Bundle |- !Makefiles |Untested |Untested |Untested |No Target |None |- !Xcode 3.2 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Linux |rpm & deb |- !Makefiles |Working |Working |Working |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !colspan="5"|FreeBSD |N/A |- !Makefiles |Working |Working |Working |No Target |None |} == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 9a79a14ac638b0560b49cc6db410727cde5af15f 3522 3521 2011-07-11T21:27:53Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Compatibility Matrix == As the CMake build files are still a work in progress, some functionality might be missing. * Works means that the given combination of compiler (and/or IDE) and target works. * Partial means that the given combination of compiler and target has been tried and compiles correctly, but is missing key functionality or is otherwise somehow deficient. * Broken means that the given combination of compiler and target has been tried and has been known to fail catastrophically. * Untested means that the given combination of compiler and target hasn't been tried yet. * No Target means that the compilation target does not yet exist. * The '''Package''' column is a special case. Each platform has a couple of formats that binary copies of Odamex could be distributed though. Packages are assembled by CPack, and each format that CPack correctly assembles is listed in this column. {|border="1" |+ Compatibility Matrix v2 ! !Client !Server !Master !Launcher !Package |- !colspan="5"|Windows |.zip, NSIS |- !MinGW Makefiles |Tested |Tested |Tested |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !Visual C++ 2010 |Tested |Tested |Tested |No Target |None |- !Visual C++ 2008 |Untested |Untested |Untested |No Target |None |- !Visual C++ 2005 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Mac OS X |Bundle |- !Makefiles |Untested |Untested |Untested |No Target |None |- !Xcode 3.2 |Untested |Untested |Untested |No Target |None |- !colspan="5"|Linux |rpm & deb |- !Makefiles |Partial<sup>1</sup> |Partial<sup>1</sup> |Partial<sup>1</sup> |No Target |None |- !Code::Blocks |Untested |Untested |Untested |No Target |None |- !colspan="5"|FreeBSD |N/A |- !Makefiles |Partial<sup>1</sup> |Partial<sup>1</sup> |Partial<sup>1</sup> |No Target |None |} <sup>1. Missing a .desktop file for FreeDesktop menu integration</sup> == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] ec0292aa4c27f87beeef88ab8fb90d00d130dac9 3521 3520 2011-07-11T16:55:30Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page; CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === There are many options for compiling Odamex on Windows using CMake, and what you decide depends heavily on which IDE and compiler you have installed. If you don't have a compiler or IDE yet, you have a couple of choices: * If you just want to compile Odamex with the least amount of hassle, '''MinGW Makefiles''' require the least amount of setup. * If you want to use the same thing most other Odamex developers use, '''Code::Blocks''' is the recommended path. * You can also use '''Visual C++''' if you prefer to use a Microsoft IDE and compiler. There are many other generators available for CMake, however there are simply too many combinations and corner cases to cover in this wiki. ==== MinGW Makefiles ==== # If you do not have MinGW already installed, follow the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here]. # Follow the installation instructions for any [[Required Libraries]] you might need. # Start up the CMake GUI tool. # In the input field labeled '''Where is the source code:''' pick out the folder where you checked out Odamex. # In the input field labeled '''Where to build the binaries:''' create a folder somewhere where you would like the Code::Blocks workspace to be created. If you're not sure where to put it, create a new folder called <tt>build</tt> in the folder where you checked out Odamex. # Click '''Configure'''. #* If you get an error message at this point about a missing dll file, please re-read the installation instructions for MinGW [http://www.mingw.org/wiki/Getting_Started here], particularly the part about adding <tt>C:\MinGW\bin</tt> to your <tt>PATH</tt> environment. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # After a few moments, you will see warnings about how SDL and SDL_mixer could not be found. #* If you don't care about building the client, skip to the next step. #* If you want to build the client, you will need to make sure that the '''SDLMAIN''' variable points to the base directory of your extracted SDL development library and that '''SDLMIXERMAIN''' points to the base directory of your extracted SDL_mixer development library. Simply click on the variable you want to edit and a button with three dots should appear on the right side of the box that will take you to a folder selection dialog. Once both of those variables have been filled out, go to the next step. # Click '''Generate'''. # Open up a Command Prompt and change to the <tt>build</tt> directory you created earlier. # Run the following command: #* If you want to build everything: <tt>mingw32-make</tt> #* If you want to build just the client: <tt>mingw32-make odamex</tt> #* If you want to build just the server: <tt>mingw32-make odasrv</tt> #* If you want to build just the master: <tt>mingw32-make odamast</tt> #* If you want to clean up your build tree: <tt>mingw32-make clean</tt> ==== Code::Blocks ==== # Follow steps 1 and 2 in the MinGW Makefiles section above. # Download and install Code::Blocks. #* Latest stable version can be found [http://www.codeblocks.org/downloads/26 here]. You want the one without MinGW included, since you got it already in the first step. #* Nightly builds can be found [http://forums.codeblocks.org/index.php?PHPSESSID=4utemm0mg590il43pcrmlegvd3&board=20.0 here]. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick '''MinGW Makefiles''' and make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # ''To Be Continued...'' ==== Visual C++ ==== # Follow step 2 in the MinGW Makefiles section above. # Install a copy of Visual C++. #* Visual C++ 2010 Express is free and more than capable of compiling Odamex. You can download it [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express here]. #* If you are a college student, your university might be participating in MSDNAA. If so, you might be eligible for a copy of Visual Studio Professional for free. Check out [http://msdn.microsoft.com/en-us/academic this website] for details. #* If you personally own any version of Visual Studio since 2005, Visual C++ is included on your Visual Studio DVD as Visual C++ has not been sold as a separate product since 2003. #* Finally, if you feel like shelling out money for it, various editions of Visual Studio 2010 are available from [http://www.amazon.com/s/ref=nb_sb_ss_c_2_18?url=search-alias%3Dsoftware&field-keywords=visual+studio+2010&sprefix=visual+studio+2010 Amazon] and [http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=Visual+Studio+2010&x=0&y=0 Newegg]. Given all of the free alternatives this is not recommended, and if you do any serious development work on Windows you likely already have a copy. # Follow steps 3-6 in the MinGW Makefiles section above. # You should see a dialog box pop up. From the drop-down list, pick: #* '''Visual Studio 10''' if you have Visual C++ 2010. #* '''Visual Studio 9 2008''' if you have Visual C++ 2008. #* '''Visual Studio 8 2005''' if you have Visual C++ 2005. # Make sure '''Use default native compilers''' is selected, then click '''Finish'''. # Follow steps 8 and 9 in the MinGW Makefiles section above. # Navigate to the <tt>build</tt> directory you created earlier and double click on the '''Odamex.sln''' solution file to open it in Visual C++. # ''To Be Continued...'' === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * <tt>SDL.dll</tt> from the SDL Development Library's <tt>lib</tt> folder. * All of the DLL files from the SDL_mixer Development Library's <tt>lib</tt> folder. * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odamex.exe</tt> is. It is either located in the <tt>client</tt> subfolder of your build folder, or in one of the subfolders within <tt>client</tt>. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * <tt>odamex.wad</tt> from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where <tt>odasrv.exe</tt> is. It is either located in the <tt>server</tt> subfolder of your build folder, or in one of the subfolders within <tt>server</tt>. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' <tt>aptitude install cmake</tt> * Fedora 15: '''CMake 2.8.4''' <tt>yum install cmake</tt> * openSUSE 11.4: '''CMake 2.8.3''' <tt>zypper in cmake</tt> * Slackware 13.37 '''CMake 2.8.4''' <tt>pkgtool</tt> * Ubuntu 10.04 LTS: '''CMake 2.8.0''' <tt>apt-get install cmake</tt> * Ubuntu 11.04: '''CMake 2.8.3''' <tt>apt-get install cmake</tt> The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Debian 5.0: '''CMake 2.6.0''' <tt>aptitude install cmake</tt> * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' <tt>yum install cmake</tt> If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. Once <tt>cmake</tt> finishes its job, run the following command: * If you want to build everything: <tt>make</tt> * If you want to build just the client: <tt>make odamex</tt> * If you want to build just the server: <tt>make odasrv</tt> * If you want to build just the master: <tt>make odamast</tt> * If you want to clean up your build tree: <tt>make clean</tt> ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with CMake called <tt>ccmake</tt>. The command-line syntax for using it is the same as <tt>cmake</tt>, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: <tt>pkg_add -r cmake</tt> * Port: <tt>cd /usr/ports/devel/cmake && make install clean</tt> === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] a5c8d08c5349438a12ee6d7251f18c4fb0f62167 3520 3519 2011-07-10T00:46:54Z AlexMax 9 /* Alternate SDL installations */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLMIXERDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 9af3354c265b4d1a9395e828ce2b7b705669ff59 3519 3518 2011-07-10T00:46:34Z AlexMax 9 /* Alternate SDL installations */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically via SDLDIR. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match the two params as you please (stock SDL and custom SDL_mixer, stock SDL and custom SDL_mixer, etc.). === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 07685f50d0bb427577efca7a5808ad37fc57a1d5 3518 3517 2011-07-10T00:43:16Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, change to the directory where you checked it out. From there, the process is relatively simple: <pre>mkdir build && cd build && cmake ..</pre> You might see warnings about not being able to find SDL or SDL_mixer. If you are not interested in compiling the client, ignore the warnings. Otherwise, please see the [[Required Libraries]] page for instructions on how to install SDL and SDL_mixer and try again. ==== Build Types ==== CMake gives you a choice of four build types. The default build type is Debug, but there are four choices: * Debug: Debug information, -O1 optimization. * Release: No debug information, -O3 optimization. * RelWithDebInfo: Debug information, -O3 optimization. Useful for finding optimization bugs that only show up in Release. * MinSizRel: [http://funroll-loops.info/ HOLY COW I'M TOTALLY GOING SO FAST OH F***]. To specify a build type, you need to pass it with your cmake command like so: <pre>cmake .. -DCMAKE_BUILD_TYPE=Release</pre> === Alternate SDL installations === If you are testing Odamex against multiple SDL versions, you can do so like this (assuming you compiled it with --prefix==/opt/SDL-1.2.13) <pre>cmake .. -DSDLDIR=/opt/SDL-1.2.13</pre> If you want to use a custom SDL_mixer as well, you can --prefix it into the same directory as your custom SDL and CMake will pick up on it automatically. Otherwise, you can also manually specify SDL_mixer like so: <pre>cmake .. -DSDLDIR=/opt/SDL_mixer-1.10</pre> Obviously you can mix and match as you please. === GUI Tool === If you want a tool similar to cmake-gui on Windows, there is an ncurses tool that comes with cmake called ccmake. The command-line syntax for using it is the same as cmake, but it gives you a nice little graphical interface to double-check the cache file with. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean === Compiling Odamex === See [http://odamex.net/w/index.php?title=Compiling_using_CMake&action=submit#Compiling_Odamex_2 Compiling Odamex on Linux] 19f34a98e234481b8e329475b31f900327c4e609 3517 3516 2011-07-10T00:27:38Z AlexMax 9 /* Client notes */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. It is either located in the ''client'' subfolder of your build folder, or in one of the subfolders within ''client''. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean bdd7da2c4a0fca1088f3e6f41cb3c0ef54eeb397 3516 3515 2011-07-10T00:27:19Z AlexMax 9 /* Server notes */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. The location of odamex.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. It is either located in the ''server'' subfolder of your build folder, or in one of the subfolders within ''server''. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean 534881c87237360b50a92c3d7e5ce1b11a011a71 3515 3514 2011-07-10T00:25:04Z AlexMax 9 /* Windows */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the folder dialog, select the folder where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the folder where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the folder that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. === Running Odamex === The first time you run the client or server, you might run into some issues. ==== Client notes ==== The first time you run the client after building it, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odamex.exe is. The location of odamex.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in. ==== Server notes ==== The first time you build the server after building it, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout folder. * A DOOM IWAD from one of your installations of DOOM. ...into the folder where odasrv.exe is. The location of odasrv.exe depends on your compiler. For Visual Studio, it depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean a1435d247a20e9ffc05f0ca3f7a05c2490e41f3d 3514 3513 2011-07-10T00:21:31Z AlexMax 9 /* Windows */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == === Installing CMake === The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. === Compiling Odamex === Once you have Odamex checked out from SVN, start cmake-gui. From there, you need to fill out two pieces of information: * '''Where is the source code:''' Pick out the folder where you checked out Odamex. * '''Where to build the binaries:''' Create a folder somewhere where you would like the project files or makefile to be stored. If you're not sure where to put it, create a new folder called ''build'' in the folder where you checked out Odamex. Once you've done that, click the button that says "Configure". A box should pop up asking you for a "generator". The choice you make here will vary depending on your compiler: * '''Visual Studio 8 2005''': For compiling with Visual Studio 2005 * '''Visual Studio 9 2008''': For compiling with Visual Studio 2008 * '''Visual Studio 10:''' For compiling with Visual Studio 2010 Make sure "Use default native compilers" is selected before hitting Finish. Now, at this point you will see some output from CMake. Once it finishes, you might notice that there are a few warning messages that pop up saying that CMake can't find SDL. * If you are not interested in compiling the client, you can ignore those warnings and click Generate. * If you want to compile the client, select the row in the upper box that says "SDLDIR" and click on the button with three dots in it. Once you see the directory dialog, select the directory where you extracted SDL to and hit OK. Repeat the process for "SDLMIXERDIR" except this time you are looking for the directory where you extracted SDL_mixer to. From there, click Configure again and this time you should get no warnings, so click Generate. If you take a look at the directory that you selected for '''Where to build the binaries''', you should now see a bunch of new files. What you do now depends on your compiler: ==== Visual Studio 2010 ==== Double click on the .sln file to open it. If you want to build all three projects simply hit '''F7''' to build the entire solution, otherwise simply right click on the project you want to compile in the Solution Explorer and click Build. From there, you can individually right click on each project in the Solution Explorer and click Debug -> Start new instance to launch the given project. ===== Client notes ===== The first time you build the client, you will get an error message about a missing SDL.dll file. You need to copy: * SDL.dll from the SDL Development Library's ''lib'' folder. * All of the DLL files from the SDL_mixer Development Library's ''lib'' folder. * odamex.wad from the base odamex SVN checkout directory. * A DOOM IWAD from one of your installations of DOOM. ...into the directory where odamex.exe is. The location of odamex.exe depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in. ===== Server notes ===== The first time you build the server, you will get an error message about not being able to find odamex.wad. You need to copy: * odamex.wad from the base odamex SVN checkout directory. * A DOOM IWAD from one of your installations of DOOM. ...into the directory where odamex.exe is. The location of odamex.exe depends on what software configuration you used when compiling the client, the default is "Debug" so that's the subfolder of your build folder that you should look in. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean 7af9f5314e76c267cd0a40cba7b0a4b57310de02 3513 3512 2011-07-09T23:52:47Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. == FreeBSD == FreeBSD has CMake in its ports tree as a port and a package. * Package: pkg_add -r cmake * Port: cd /usr/ports/devel/cmake && make install clean 311a32fc882ec8135c27c950a580358b37034a7e 3512 3510 2011-07-09T23:49:21Z AlexMax 9 /* Linux */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. == Linux == Compiling Odamex using CMake has been tested on Debian Linux 6.0. The instructions for the other distributions have been inferred using available documentation. If you are having trouble with a specific configuration, please add a response to [http://odamex.net/bugs/show_bug.cgi?id=284 this bug]. === Installing CMake === Depending on your Linux distribution, you may or may not have a copy of CMake in your software repository. Even if you do, the version that is available might not be up-to-date. The following distributions have a version of CMake 2.8, which is what the current build script requires. * Debian 6.0: '''CMake 2.8.2''' aptitude install cmake * Fedora 15: '''CMake 2.8.4''' yum install cmake * openSUSE 11.4: '''CMake 2.8.3''' zypper in cmake * Slackware 13.37 '''CMake 2.8.4''' pkgtool * Ubuntu 10.04 LTS: '''CMake 2.8.0''' apt-get install cmake * Ubuntu 11.04: '''CMake 2.8.3''' apt-get install cmake The following distributions have an out-of-date version of CMake. You are welcome to bypass the version check and see if it still works. Assuming that there isn't too much breakage and workarounds needed to support it, "official" support for CMake 2.6 will be considered. * CentOS 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Debian 5.0: '''CMake 2.6.0''' aptitude install cmake * Red Hat Enterprise Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake * Scientific Linux 5.x: '''CMake 2.6.4 (through [http://fedoraproject.org/wiki/EPEL EPEL])''' yum install cmake If you do not have an up-to-date CMake, or would prefer to use the absolute latest version, both binary and source tarballs can be downloaded [http://www.cmake.org/cmake/resources/software.html here]. 8022226b808ce133aaef2aeeccab0c78ebe34270 3510 3509 2011-07-09T22:38:22Z AlexMax 9 /* Windows */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == The latest version of CMake can be downloaded from Kitware's website [http://www.cmake.org/cmake/resources/software.html here]. == Linux == b6337fbbb499da7786193684df57258ebb2d39ea 3509 3508 2011-07-09T22:38:09Z AlexMax 9 /* Windows */ wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == The latest version of CMake can be downloaded from Kitware's website [[http://www.cmake.org/cmake/resources/software.html here]]. == Linux == 9ea9bd38dd8507c9710c3f7327f47af596ad7c42 3508 2011-07-09T22:36:47Z AlexMax 9 wikitext text/x-wiki According to the Wikipedia page, CMake is a unified, cross-platform, open-source build system that enables developers to build, test and package software by specifying build parameters in simple, portable text files. It works in a compiler-independent manner and the build process works in conjunction with native build environments, such as make, Apple's Xcode and Microsoft Visual Studio. It also has minimal dependencies, C++ only. CMake is open source software and is developed by Kitware. CMake can: * Create libraries * Generate wrappers * Compile source code * Build executables in arbitrary combinations Since the CMake build files are not in Odamex's source tree yet, you can grab a patch file that can be applied against the base directory of an SVN checkout [http://odamex.net/bugs/show_bug.cgi?id=284 link here]. The correct patch is by Alexander Mayfield, the one by Albert Brown has not been updated since 2007. == Windows == == Linux == 7ff97294ea2ea51da5e7212d2047da30a334664c Compiling using Code::Blocks 0 1286 2995 2951 2008-02-29T04:53:51Z Russell 4 wikitext text/x-wiki The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. '''Be sure to get the latest release installer WITH MinGW''' ==Step 2: Setting up the compiler== === Windows === Download the installer and run it, but don't start Code::Blocks yet. ===Linux=== Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== Odamex requires the following libraries to compile: * [http://www.libsdl.org/download-1.2.php SDL Development Library] * [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library] ===Windows=== Copy the '''include\SDL''' and '''lib''' folders from the archives and paste them into your '''path-to-codeblocks\MinGW''' directory, overwriting the old '''include''' and '''lib''' folders respectively. '''Note:''' You may need to copy the files from '''include\SDL''' to the '''include''' directory in the '''path-to-codeblocks\MinGW''', otherwise when it comes time to build the client, it will complain about SDL.h missing. ===Linux=== Refer to your individual distribution's installation methods for installing SDL and SDL_mixer libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named '''odamex.workspace'''). Select GCC as the default compiler. If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, double click on the project name (client, server, master), select your target (Debug or Release), go to the '''Build menu''' and click '''Rebuild'''. ==Step 6: Obtaining the runtime libraries== [[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]] Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot. 68c5df78f412797afe5cf3e476961ec4deffcd31 2951 2950 2007-10-03T23:13:37Z Voxel 2 /* Step 1: Getting Code::Blocks */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build''' (NOT '''Release Canadate 2''') as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== It is assumed here that MinGW is the compiler that will be used with Code::Blocks. This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download and extract all of these and to C:\mingw. If you are using Windows and don't have an archiver capable of handling tar.gz files, download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== Odamex requires the following libraries to compile: *[http://www.libsdl.org/download-1.2.php SDL Development Library] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace). If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''. ==Step 6: Obtaining the runtime libraries== [[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]] Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] d23cb51a2b9490dc8f4d50a5fc1e0f68bd55ad3a 2950 2944 2007-10-03T23:11:27Z Voxel 2 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== It is assumed here that MinGW is the compiler that will be used with Code::Blocks. This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download and extract all of these and to C:\mingw. If you are using Windows and don't have an archiver capable of handling tar.gz files, download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are, your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== Odamex requires the following libraries to compile: *[http://www.libsdl.org/download-1.2.php SDL Development Library] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Library] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace). If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''. ==Step 6: Obtaining the runtime libraries== [[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]] Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure to copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. Once finished, your directory should probably look something like shown in the screenshot. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] dc26e2da7d685500425e10b9b8a36a352b824655 2944 2943 2007-09-02T21:54:38Z AlexMax 9 /* Step 6: Obtaining the runtime libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace). If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''. ==Step 6: Obtaining the runtime libraries== [[Image:codeblocks_bin_directory_final.png|thumb|The required contents of trunk/bin]] Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. When finished, your directory should probably look something like the following image. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 5d70b64948e3a196cb7952cb432062a5d830d84d 2943 2942 2007-09-02T21:51:57Z AlexMax 9 /* Step 6: Obtaining the runtime libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace). If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''. ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad and your IWAD of choice to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 99dee11d4a83d6246c74599af43006a3ccb1acc6 2942 2941 2007-09-02T21:48:39Z AlexMax 9 /* Step 5: Compiling the ODAMEX source code */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace). If a dialog box asking for information about a global variable "wx" comes up, simply enter C:\mingw\ under base and click enter unless you're planning on compiling the launcher. Once the environment is loaded, right click on the part of the project you would like to compile (either client, server, master or launcher) on the left hand pane and click activate project. From there, go to the '''Build menu''' and click '''Rebuild workspace'''. ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 8172859abea4eb79b2c432a9f6b3570826f72905 2941 2940 2007-09-02T21:39:41Z AlexMax 9 /* Windows */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include\SDL and lib folders from the archives and paste them into your C:\MinGW\include and C:\MinGW\lib directories respectively. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] e49c20d56183122f2d12166983ab1803f4cb9051 2940 2939 2007-09-02T02:41:53Z AlexMax 9 /* Windows */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. Please note that you MUST use the Visual C++ archives if given the choice, and not MinGW. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 5dbad50362c734a08758d8507250df7db25c1400 2939 2938 2007-09-02T02:26:23Z AlexMax 9 /* Windows */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) * gdb (not required, but highly recomended for debugging purposes) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. Now start Code::Blocks. You should see a dialog box which lists off various compilers. You should see '''GNU GCC Compiler: Detected''', click OK to continue. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] b21a4810738bfa8c4f697feb8029d40581608178 2938 2937 2007-09-02T02:24:21Z AlexMax 9 /* Step 1: Getting Code::Blocks */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. Don't start codeblocks yet, though. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] d9ee16ac6c147b623bd06f8b3a03312071d61ddc 2937 2722 2007-09-02T02:21:49Z AlexMax 9 /* Windows */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://sourceforge.net/project/showfiles.php?group_id=2435 this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc 3 (gcc-core and gcc-g++) Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 8c0917400e18f754f2b63a7aa1990b593f810dad 2722 2721 2007-01-19T04:07:02Z AlexMax 9 Revert. Whoops, had the MSYS and Codeblocks windows open at the same time. =P wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 33ef5d6ab766721f93818881510ba6e5f3c9dff9 2721 2678 2007-01-19T04:06:01Z AlexMax 9 /* Step 1: Getting Code::Blocks */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting MSYS== You can download MSYS from its website here: [http://http://www.mingw.org/msys.shtml MinGW - Minimal SYStem]. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] bc449ecb332132a3ed3209c332e231f5e1c83399 2678 2566 2007-01-15T05:50:01Z Deathz0r 6 typo fixes wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Linux=== Chances are your linux installation already has all the necessary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using a SVN client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 33ef5d6ab766721f93818881510ba6e5f3c9dff9 2566 2544 2006-11-10T16:09:15Z AlexMax 9 Compiling using Codeblocks moved to Compiling using Code::Blocks wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Linux=== Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 340e8fa918fe801447eb4676440980e54ec33372 2544 2541 2006-11-09T22:02:40Z Russell 4 minor changes wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and ''NOT'' Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Linux=== Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 340e8fa918fe801447eb4676440980e54ec33372 2541 2540 2006-11-09T18:11:39Z AlexMax 9 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Linux=== Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 34bd8820ac6d6606cfa41e9f4aa25eab1699493e 2540 2538 2006-11-09T18:02:58Z AlexMax 9 /* Windows */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Setting up the compiler== ===Windows=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Linux=== Chances are, your linux installation already has all the necissary programs. If not, refer to your individual distribution's installation methods for installing gcc, gnu make and their appropriate libraries. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] ===Windows=== Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ===Linux=== Refer to your individual distribution's installation methods for installing the SDL and SDL_Mixer development libraries. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Step 6: Obtaining the runtime libraries== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_mixer runtime libraries. Download the appropriate library for your system from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==Linux== Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] a3d69672c1c256020f2bb7158744d9bd89a8abc3 2538 2533 2006-11-09T15:21:07Z AlexMax 9 /* Conclusion */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Windows== ===Step 1: Getting Code::Blocks=== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ===Step 2: Getting MinGW=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ===Step 5: Compiling the ODAMEX source code=== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. Also, make sure and copy odamex.wad to the '''bin''' directory as well. ==Linux== Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 1397eae79b59f167df2c822a4427986d85cf6cd5 2533 2517 2006-11-08T00:53:27Z RazTK 16 /* Step 2: Getting MinGW */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Windows== ===Step 1: Getting Code::Blocks=== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ===Step 2: Getting MinGW=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ===Step 5: Compiling the ODAMEX source code=== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ===Conclusion=== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==Linux== Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 0b3da8c9a8c71b48d1297a417a403e6a6571f998 2517 2510 2006-11-05T18:32:46Z AlexMax 9 Modified framework to allow easier inclusion of Linux instructions in the future wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Windows== ===Step 1: Getting Code::Blocks=== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ===Step 2: Getting MinGW=== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ===Step 5: Compiling the ODAMEX source code=== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ===Conclusion=== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==Linux== Unfortuniatly, we do not support building Odamex in Code::Blocks under Linux at this time. This is due to the fact that Odamex's project files were created with nightly builds of Code::Blocks, which are incompatable with the latest version avalable for Linux (Release Canadate 2). Please see [[Compiling using a Makefile]] for more information on how to compile Odamex under Linux. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 77aba36330f9cfbcfae6280dd0a1bea64049b89e 2510 2509 2006-11-05T03:45:52Z AlexMax 9 /* Step 2: Getting MinGW */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you're using windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 4bd3fe1ef9156fddd11e415d034bcbcf3bc66454 2509 2426 2006-11-05T03:45:13Z AlexMax 9 /* Step 2: Getting MinGW */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. You need the latest stable versions of the following packages... * mingw-runtime * w32api * binutils * gcc * g++ Downlaod all of them and extract them to C:\cygwin. If you don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-zip]. If you are compiling Odamex for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 51c3ef1ee2e1784852aa5018484a2983ae2daffd 2426 2425 2006-10-26T04:33:46Z 24.12.10.135 0 /* Step 4: Getting the source code for ODAMEX */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux and other platforms, you can use the standard [http://subversion.tigris.org/ svn tools]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] da741bac493312a272dff59adb051427b87ee857 2425 2424 2006-10-26T04:33:04Z 24.12.10.135 0 /* Step 4: Getting the source code for ODAMEX */ Codeblocks not just for windows wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using an svn client. For Windows, we recommend [http://tortoisesvn.tigris.org/ tortoisesvn]. For linux, you can use the standard [http://subversion.tigris.org/ svn tools]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] bc12c034b01023c9e9014ae2ffbac1e7c36d1246 2424 2423 2006-10-26T04:28:48Z 24.12.10.135 0 /* Step 4: Getting the source code for ODAMEX */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 639f7ac4094fbbfa2787dfbecd1975f1904c8da4 2423 2422 2006-10-26T03:07:20Z AlexMax 9 /* SDL_mixer Development Libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the include and lib folders from the archive and paste them into your C:\MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] aae9572b9935a33268a807ee2c0475f1297a3791 2422 2421 2006-10-26T03:05:21Z AlexMax 9 /* Step 2: Getting MinGW */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://www.mingw.org/download.shtml/ this website]. The all-in-one package is the one you want to install, called [http://prdownloads.sf.net/mingw/MinGW-3.1.0-1.exe?download MinGW-3.1.0-1.exe], but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] ea78d0fd71004a96e7ae93401acb09e3df48c3e7 2421 2323 2006-10-26T03:02:48Z AlexMax 9 /* SDL Development Libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) onto the desktop (don't worry, it comes in its own tidy little folder). Copy the bin, include and lib folders from the archive and paste them into your C:\MinGW directory. === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] a51ab6bd914ca0f6979cfdb03a44468f105583c0 2323 2322 2006-09-23T21:33:03Z AlexMax 9 /* Step 2: Getting MinGW */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. If you are compiling Odamex for the purpose of debugging, grab GDB as well. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] c08f9b81dc834c368d987fff19d8e6ffb4537ea4 2322 2321 2006-09-23T21:24:00Z AlexMax 9 /* SDL_mixer Development Libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] d5f6d2861766275aff1858d53db996b4c26ea677 2321 2320 2006-09-23T21:23:32Z AlexMax 9 /* SDL_Mixer Development Libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory === SDL_mixer Development Libraries === You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] a02c68960213d4b07877d3d4496ead9997667387 2320 2319 2006-09-23T21:23:16Z AlexMax 9 /* Step 3: Required Libraries */ wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: === SDL Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here] Unzip the appropriate archive (SDL-devel-1.2.11-mingw32.tar.gz as the time of this writing) into your MinGW directory === SDL_Mixer Development Libraries === You can get the latest version of SDL [http://www.libsdl.org/projects/SDL_mixer/ here] Unzip the appropriate archive (http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.7-VC6.zip as the time of this writing) into your MinGW directory. ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] ab0c7ca1409295ec716bf51830b5517b100d120f 2319 2309 2006-09-23T21:00:55Z AlexMax 9 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. Be sure to get the '''latest nightly build'', and not Release Canadate 2 as this is the one that works with the current project files. ==Step 2: Getting MinGW== This step is only required if you are using the Code::Blocks nightly builds. Once an official Code::Blocks package is released (rc3 or 1.0), MinGW will be included with Code::Blocks and you can skip this step. You need the latest version of MinGW from [http://prdownloads.sourceforge.net/mingw/ this website]. The package you're looking for, as of this writing is MinGW-5.0.3.exe, but please check to see if a newer verison is avalable. When installing, you might as well install it all, it's not that big. ==Step 3: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * SDL development libraries * SDL_mixer development libraries And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 4: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 5: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] bee39d68216bcf7edf0de06b08f31e9d745eaae3 2309 2308 2006-09-21T21:40:08Z Russell 4 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the Code::Blocks IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. '''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.''' ==Step 2: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * SDL development libraries * SDL_mixer development libraries And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 3: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 4: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.codeblocks.org/ Code::Blocks] * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 345a4b0fa036852d749b3a0984468fddc2ef27bb 2308 2307 2006-09-21T21:38:00Z Russell 4 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. '''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.''' ==Step 2: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * SDL development libraries * SDL_mixer development libraries And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 3: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 4: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. ==External Links== * [http://www.libsdl.org SDL] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer] 772ed14caf29eaf1d3b29f34bf5f6bfa40f70920 2307 2299 2006-09-21T21:35:14Z Russell 4 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. '''Note: Be sure to get the latest nightly build, as this is the one that works with the current project files.''' ==Step 2: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * [http://www.libsdl.org SDL development libraries] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries] And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 3: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 4: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. 7ad5f36380b7c2971155eb3abf4a441e67d15fca 2299 2281 2006-09-20T07:13:40Z Russell 4 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. * Note: Be sure to get the latest nightly build, as this is the one that works with the current project files. ==Step 2: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * [http://www.libsdl.org SDL development libraries] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries] And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 3: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 4: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the '''Build menu''' and click '''Rebuild workspace''' ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the '''bin''' directory and these are ready to use. c898720daf85193eef54c499def480682ecf30af 2281 2017 2006-09-19T08:04:26Z Russell 4 wikitext text/x-wiki <b>Overview:</b> --------- The ODAMEX Source package comes with a variety of project and workspace files. This tutorial will show you how to build ODAMEX using the [http://www.codeblocks.org/ Code::Blocks] IDE. ==Step 1: Getting Code::Blocks== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ Code::Blocks]. * Note: Be sure to get the latest nightly build, as this is the one that works with the current project files. ==Step 2: Required Libraries == For ODAMEX to successfully compile, you must obtain some libraries for it, which are: * [http://www.libsdl.org SDL development libraries] * [http://www.libsdl.org/projects/SDL_mixer SDL_mixer development libraries] And unzip these libraries into your [http://www.mingw.org MinGW] directory ==Step 3: Getting the source code for ODAMEX== This can be obtained through the [http://www.odamex.net website] or from the [[SVN]] repository using [http://tortoisesvn.tigris.org/ tortoisesvn]. ==Step 4: Compiling the ODAMEX source code== After you've extracted the source code to a directory, open the workspace file (currently named odamex.workspace) and go to the <b>Build menu</b> and click <b>Rebuild workspace</b> ==Conclusion== Once its all built (and no errors have occurred), you should find some binary files located in the <b>bin</b> directory and these are ready to use. 1588f6096d5273d61d9ef2ad4a2affe873cb6159 2017 1305 2006-04-12T07:42:20Z AlexMax 9 Compiling on Windows with Codeblocks moved to Compiling using Codeblocks wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. =Download CodeBlocks= - Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Opening and Compiling the Odamex Workspace= - Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>. =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. e1c7822dfb43880cfcadc3b62473d43cfb29a217 1305 1304 2006-03-28T21:52:42Z Ralphis 3 /* Download SDL Packages */ wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. =Download CodeBlocks= - Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Opening and Compiling the Odamex Workspace= - Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>. =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. e1c7822dfb43880cfcadc3b62473d43cfb29a217 1304 1298 2006-03-28T21:52:15Z Ralphis 3 wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. =Download CodeBlocks= - Download [http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2.exe?download this Code::Blocks package] and install it, select mingw/gcc as your default compiler, close the IDE. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Opening and Compiling the Odamex Workspace= - Open the <b>Odamex.workspace</b> file, wait until all projects are loaded, right click on the project you want to compile and click <B>Activate</b>, then go into the <b>Build</b> menu and click <b>Build</b>. =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. ffa2f832b7c47c9ed88842ba132bd5a0b25c9ade 1298 1293 2006-03-28T21:20:55Z Ralphis 3 Not complete wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] =Download= *Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =MingW Files= *Get the following <b>MinGW</b> files: [url=http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download/ gcc-core-3.4.2-20040916-1.tar.gz] [li][url=http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download] gcc-g++-3.4.2-20040916-1.tar.gz[/url][/li] [li][url=http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download] mingw-runtime-3.9.tar.gz[/url][/li] [li][url=http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download] w32api-3.6.tar.gz[/url][/li] [li][url=http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download] binutils-2.15.91-20040904-1.tar.gz[/url][/li] [li][url=http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download] mingw32-make-3.80.0-3.exe[/url][/li] [li][url=http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download] gdb-5.2.1-1.exe[/url][/li] [/list] ==Community== * [[Policy]] == External links == * [http://bugs.odamex.net/ Odamex Bug Tracker] e83f9eed220ff8b976324529dad42c3b83cc4f1b 1293 2006-03-28T21:10:57Z 216.15.108.253 0 wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] c0f72be6ed2e4d2a7fb9101a6300e3e51a2996b4 Compiling using Codeblocks 0 1474 2567 2006-11-10T16:09:15Z AlexMax 9 Compiling using Codeblocks moved to Compiling using Code::Blocks: Title accuracy wikitext text/x-wiki #redirect [[Compiling using Code::Blocks]] 8688a6e284a8b039e2c376f58aa126ffefd58c69 Compiling using Cygwin 0 1452 2249 2248 2006-08-31T18:45:52Z 213.247.170.49 0 /* SDL */ wikitext text/x-wiki Odamex can be downloaded and built in cygwin! == Cygwin == You should follow the instructions below, and then proceed with [[Compiling using a Makefile]]. === Cygwin packages === You will first need to install the following cygwin packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. === SDL hack === Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; == External links == * [http://www.cygwin.org http://www.cygwin.org] a1e81c75e98c00dc2623fa8ddcc8734e9e1064b2 2248 2247 2006-08-31T18:44:57Z 213.247.170.49 0 wikitext text/x-wiki Odamex can be downloaded and built in cygwin! == Cygwin == You should follow the instructions below, and then proceed with [[Compiling using a Makefile]]. === Cygwin packages === You will first need to install the following cygwin packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. === SDL hack === Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; == External links == * [http://www.cygwin.org http://www.cygwin.org] 1e2974a5fb3899a602ef198d8898493322527552 2247 2246 2006-08-31T18:42:01Z 213.247.170.49 0 major contents for page wikitext text/x-wiki == Cygwin == You should follow the instructions below, and then proceed with [[Compiling using a Makefile]]. === Cygwin packages === You will first need to install the following cygwin packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. === SDL hack === Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; == External links == * [http://www.cygwin.org http://www.cygwin.org] c77c9b79a919412ff1a9ca67ba38eefa87748d76 2246 2006-08-31T15:22:32Z 194.85.9.14 0 wikitext text/x-wiki test a94a8fe5ccb19ba61c4c0873d391e987982fbbd3 Compiling using GCC 0 1345 3269 3268 2008-08-05T02:41:07Z Jrick 53 /* FreeBSD */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===Package Based Distributions=== Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present. ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed. (Odamex requires 2.8. 2.6 and 2.4 will not work.) Then, edit the makefile, changing the lines: WXCONFIG = wx-config WXRC = wxrc to: WXCONFIG = wxgtk2-2.8-config WXRC = wxrc-gtk2-2.8 After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 4870652d3d16f8c9ba6722f7caf52d42046484d0 3268 3267 2008-08-05T02:40:37Z Jrick 53 /* FreeBSD */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===Package Based Distributions=== Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present. ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed. (Odamex requires 2.8. 2.6 and 2.4 will not work). Then, edit the makefile, changing the lines: WXCONFIG = wx-config WXRC = wxrc to: WXCONFIG = wxgtk2-2.8-config WXRC = wxrc-gtk2-2.8 After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 17b02e3f929a1722a84286629e7c61c0801eba4a 3267 3227 2008-08-05T02:39:29Z Jrick 53 /* FreeBSD */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===Package Based Distributions=== Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present. ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. When compiling the launcher on FreeBSD, you must also edit the Makefile so that it points to the correct wx binaries. First, make sure you have the x11-toolkits/wxgtk28 port installed (Odamex requires 2.8, 2.6 and 2.4 will not work). Then, edit the makefile, changing the lines: WXCONFIG = wx-config WXRC = wxrc to: WXCONFIG = wxgtk2-2.8-config WXRC = wxrc-gtk2-2.8 After that, running "gmake" in the odalaunch/ directory will build the launcher. Typing "gmake install" (as root) in the odamex source directory will then install the launcher on the system. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 39dfba7bf4708b2dca6cf9ebb206ed2d3a654a3a 3227 3226 2008-06-11T02:12:02Z Achtung 49 wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===Package Based Distributions=== Be sure to install the development packages for SDL and other libraries under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present. ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 2374ed6d59b104733f7c22df183de3b8dd33390f 3226 2872 2008-06-11T02:04:45Z Achtung 49 Added reminder for users of package based distributions. wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===Package Based Distributions=== Be sure to install the development packages for SDL under distributions such as Fedora and Ubuntu. Odamex will not compile unless they are present. ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 7c304227a969175da5ea31f3c2ce928948e6dd14 2872 2640 2007-03-09T02:46:31Z Zorro 22 /* Compiling the launcher */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Compiling the Launcher == Assuming you have the WX libraries installed, and you are in the trunk directory of SVN (or the root source directory), the following should be enough to compile the Launcher: <pre>cd odalaunch wx-config --prefix # find out what to pass to the makefile as WXBASE make WXBASE=/usr # replace with appropriate value</pre> This should give you a working launcher. The Makefile makes some assumptions about the whereabouts of WX, and if these assumptions are wrong, they need to be configured via commandline as WXBASE was above. Here is a list of the default settings: <pre>WXBASE = /usr/local WXCONFIG = $(WXBASE)/bin/wx-config WXRC = $(WXBASE)/bin/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g LFLAGS = $(shell $(WXCONFIG) --libs) -g</pre> == Platform-specific notes == ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ac3d497a5526d2a5e6887e23d49cbec6d18b76a6 2640 2586 2007-01-05T19:23:13Z AlexMax 9 /* FreeBSD */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == Platform-specific notes == ===FreeBSD=== FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 09164508896df221974776b3e8a76c20ca03b15b 2586 2576 2006-11-13T04:52:58Z AlexMax 9 /* Cygwin */ wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == FreeBSD == FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. ===Cygwin=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; Also there is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. 26b5b21baff01e5802585430310e86844e8a70fd 2576 2570 2006-11-10T16:38:23Z AlexMax 9 wikitext text/x-wiki GCC is the official GNU C Compiler which is bundled with many Unix and Linux distributions. This article assumes that you are planning to build Odamex at the command line. If you are using an IDE that uses GCC as its compiler, please refer to the IDE's documentation in this wiki on how to compile Odamex. == Compiling in a nutshell == Compiling using GCC is simple. Simply go to the root directory of the branch that you want to compile and type: <pre>make</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make client make server make master</pre> That's it! == FreeBSD == FreeBSD has their own version of make, which is not compatable with Odamex. In order to compile under FreeBSD, you must install gmake from the ports collection: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] Then, substitue '''gmake''' for '''make''', respectively. == Cygwin == Odamex does not compile natively under Cygwin at this time. However, you can still use Cygwin to compile Odamex as a MinGW program. Please see the appropraite article for details. d5c19f3cd7c2620e97f9c51e404ff971ab356389 2570 2539 2006-11-10T16:09:47Z AlexMax 9 Compiling using a Makefile moved to Compiling using GCC wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. == Windows == It is possible to compile Odamex with a makefile under Windows == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. 510eea3329c1aeaf9f0ae12489c51f0e3b45d908 2539 2537 2006-11-09T15:58:02Z AlexMax 9 /* Step 1: Installing Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. == Windows == It is possible to compile Odamex with a makefile under Windows == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. 510eea3329c1aeaf9f0ae12489c51f0e3b45d908 2537 2536 2006-11-09T15:20:16Z AlexMax 9 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. == Windows == It is possible to compile Odamex with a makefile under Windows == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [[here http://www.cygwin.com/]]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. 5d5782fbeb5cb5573a35a08fc650e6e744ddc23e 2536 2518 2006-11-09T15:19:20Z AlexMax 9 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. == Windows == It is possible to compile Odamex with a makefile under Windows == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [[here http://www.cygwin.com/]]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [[http://www.libsdl.org/download-1.2.php here]] and [[www.libsdl.org/projects/SDL_mixer/ here]]. 06b9e64b52241c3246febb28aed12261de60f1d2 2518 2514 2006-11-05T18:33:39Z AlexMax 9 wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. == Windows == It is possible to compile Odamex with a makefile under Windows == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; c45838f9790b0a9e0ffaf3ade6339bb0a5e7bf9c 2514 2513 2006-11-05T06:25:44Z Manc 1 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; 7594c1a08a1f2a5c32bb4cd4f7b45f999d84f8e3 2513 2263 2006-11-05T06:23:52Z Manc 1 /* Cygwin */ Image too wide wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|thumb|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ad342a9ffea6046fa975d756f662a518efd51d2c 2263 2262 2006-08-31T19:29:30Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none||Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; c15c3c0e414f412183a89e2542a36430ba7cdc21 2262 2261 2006-08-31T19:28:53Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none|400x200px|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; 6b79cc43fc9a47c4cc01edb66c83ae22213de36e 2261 2260 2006-08-31T19:28:26Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none|200x100px|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; 841706d977092bcfdebaadcb131edb4a85683ece 2260 2259 2006-08-31T19:26:28Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none|200x100px|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; d597eaf94c2512da2c36089fd33ccbb593f98796 2259 2257 2006-08-31T19:26:10Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none|200x100|Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; 16843a68170da2965078494d4cccbfaf1f5d7f0b 2257 2256 2006-08-31T19:20:40Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == [[Image:cygwin.png|none||Screenshot of Odamex in Cygwin]] === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; cb47044a5f0ee2d3b3501805c0027e7de4e65292 2256 2255 2006-08-31T19:19:25Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == {Image:cygwin.png} === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; e957cd6043600ddfd637fb43f89f1592c8fa412d 2255 2251 2006-08-31T19:19:14Z Voxel 2 /* Cygwin */ wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == {{Image:cygwin.png}} === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; 56b6b980ea8b0a0af934473f6e21a2e4248fe481 2251 2250 2006-08-31T18:52:26Z 213.247.170.49 0 merge from cygwin wikitext text/x-wiki Note: If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. Odamex can be downloaded and built in cygwin! == Cygwin == === Cygwin packages === You will first need to install the following [http://www.cygwin.org Cygwin] packages in addition to the default ones: * make * gcc * subversion (only if you intend to use [[svn]] within cygwin) === SDL patches === Odamex depends on SDL and SDL_mixer. You will need to download the current windows development libraries from the SDL site (VC6 development libraries work fine for this). You'll need to extract the libraries and edit SDL_LOCATION and SDL_MIXER_LOCATION in the Odamex Makefile to point there. Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; d117ece6af5914e799c29dca53dab88063846bbd 2250 2038 2006-08-31T18:49:45Z 213.247.170.49 0 add sdl dependencies explicitly wikitext text/x-wiki == GNU/Linux == === Get the dependencies === If you intend to build the client, you'll need the current version of SDL and SDL_mixer development libraries installed. === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. 5ccde35e4d43e5ae75010421b0140ffc9e3b0050 2038 2037 2006-04-12T20:18:43Z 83.67.16.209 0 /* Build */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <pre> make </pre> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. 390114c9924e58ad52fa87a582a94bfdb5fc78f9 2037 2036 2006-04-12T20:18:31Z 83.67.16.209 0 /* Build */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <pre> make server make client make launcher </pre> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. a3268989528804df1e36b1cfa3cf7dfc920ee7a8 2036 2035 2006-04-12T20:18:11Z 83.67.16.209 0 /* SVN */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <pre> svn co svn://odamex.net </pre> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <code>make server</code> <code>make client</code> <code>make launcher</code> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. 5f925df7128e5b89db430c6b1b611a52e4bab678 2035 2033 2006-04-12T20:17:56Z 83.67.16.209 0 /* Download */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <pre> tar -xjf odamex_build.tar.bz2 cd odamex_build </pre> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <code>svn co svn://odamex.net</code> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <code>make server</code> <code>make client</code> <code>make launcher</code> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. ec5b21067707aea779b70a608e38cf2d328f3aed 2033 2032 2006-04-12T15:37:40Z 83.67.16.209 0 /* Download */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <code>tar -xjf odamex_build.tar.bz2</code> <code>cd odamex_build</code> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <code>svn co svn://odamex.net</code> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <code>make server</code> <code>make client</code> <code>make launcher</code> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. c6dcfbcb415a1c50b9d68044dfe1d497c3d2fcbc 2032 2031 2006-04-12T15:37:23Z 83.67.16.209 0 /* GNU/Linux */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <code>tar -xjf odamex_build.tar.bz2</code> <code>cd odamex_build</code> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <code>svn co svn://odamex.net</code> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <code>make server</code> <code>make client</code> <code>make launcher</code> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. 2d1031850e0179cc00c04d66bbf6e4cc7b6d15f3 2031 2030 2006-04-12T15:37:05Z 83.67.16.209 0 /* GNU/Linux */ wikitext text/x-wiki == GNU/Linux == === Get the source === You can either download a stable source package, or risk using the bleeding edge svn code. ==== Download ==== Download the [http://odamex.net/ latest source] Untar the archive somewhere: <code>tar -xjf odamex_build.tar.bz2</code> <code>cd odamex_build</code> ==== SVN ==== Get a dev build using (must have [[svn|subversion]] installed!): <code>svn co svn://odamex.net</code> === Build === In the source directory, use the make command: <code>make</code> Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want: <code>make server</code> <code>make client</code> <code>make launcher</code> == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. dee66f13dc87f820f84f3a1ec75241ee88b12aaa 2030 2025 2006-04-12T15:32:16Z 83.67.16.209 0 /* GNU/Linux */ wikitext text/x-wiki == GNU/Linux == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): <code>svn co svn://odamex.net</code> 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want. == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. fe66572f5301011868b99a0e8017ac4fbcc69364 2025 2022 2006-04-12T07:54:05Z AlexMax 9 wikitext text/x-wiki == GNU/Linux == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want. == FreeBSD == To compile Odamex on FreeBSD, you must have the following ports installed, above and beyond the usual suspects: *'''GNU Make''': [[http://cvsweb.freebsd.org/ports/devel/gmake gmake-3.80_2]] *'''SDL 1.2.9''': [[http://cvsweb.freebsd.org/ports/devel/sdl12 sdl-1.2.9_2,2]] *'''SDL_Mixer 1.2.6''': [[http://cvsweb.freebsd.org/ports/audio/sdl_mixer sdl_mixer-1.2.6_2]] In addition, if you want to compile the absolute latest cutting edge version of Odamex, you will also need: *'''Subversion''': [[http://cvsweb.freebsd.org/ports/devel/subversion subversion-1.3.0_4 ]] Once those ports are installed, you can simply untar or grab the latest source through subversion into its own directory, switch to the trunk subdirectory, and simply type '''gmake'''. If you only want to compile the client or only compile the server, simply type '''gmake client''' or '''gmake server''' respectively. b5d8599e0c581990cae80bfb6b239bd6608c161a 2022 2014 2006-04-12T07:43:18Z AlexMax 9 Compiling Using a Makefile moved to Compiling using a Makefile wikitext text/x-wiki == Building on *nix systems == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want. d02fd82caa38a72502cd96837dfa18284a170fc2 2014 1674 2006-04-12T07:41:11Z AlexMax 9 Compiling with Makefile moved to Compiling Using a Makefile wikitext text/x-wiki == Building on *nix systems == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want. d02fd82caa38a72502cd96837dfa18284a170fc2 1674 1672 2006-03-31T06:23:40Z Voxel 2 wikitext text/x-wiki == Building on *nix systems == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) Binaries should appear in the bin dir after a successful compile: odamex, odasrv, odamaster You can run "make server" or "make client" to only build the module you want. d02fd82caa38a72502cd96837dfa18284a170fc2 1672 1671 2006-03-31T06:20:53Z Voxel 2 wikitext text/x-wiki == Building on *nix systems == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have [[svn|subversion]] installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) A binary should appear in the bin dir after a successful compile. 2d49e85e6d2bf7c3e3c89dc871a36b30fae7c887 1671 1614 2006-03-31T06:20:30Z Voxel 2 wikitext text/x-wiki == Building on *nix systems == 1) Either download the [http://odamex.net/ latest source] or get a dev build using (must have subversion installed!): [[svn]] co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) A binary should appear in the bin dir after a successful compile. 82d1154f44adb414d7f4413326fce5ffc81ba7f0 1614 2006-03-31T00:36:21Z Russell 4 wikitext text/x-wiki == Building on *nix systems == 1) Either download the <a href="http://odamex.net/">latest source</a> or get a dev build using (must have subversion installed!): svn co svn://odamex.net 2) Untar the archive somewhere or go into your odamex svn trunk dir and type: make 3) A binary should appear in the bin dir after a successful compile. 1d5b1193d7a4326e7f340ea85a9e85ffd510247f Compiling using MSYS 0 1288 2753 2752 2007-01-20T19:16:46Z AlexMax 9 /* Step 1: Getting MSYS */ wikitext text/x-wiki This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Before you compile...== Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box. ===Step 1: Getting MSYS=== You can download MSYS from [http://www.mingw.org/download.shtml this website]. Download the .exe version, and install it to its default directory. ===Step 2: Setting up the Compiler=== You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries=== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ===Step 4: Set up PATH variable=== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ====Windows 2000/XP==== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre> * OK your way out of all dialog boxes. ====Windows 9x/Me==== ==Compiling in a nutshell== Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type: <pre>make -f Makefile.win all</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make -f Makefile.win client make -f Makefile.win server make -f Makefile.win master</pre> That's it! The binaries should appear in a new subdirectory called bin. 9770a7b07b3031b6f712fe79640c3bfba559f601 2752 2751 2007-01-20T19:16:00Z AlexMax 9 /* Step 1: Getting MSYS */ wikitext text/x-wiki This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Before you compile...== Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box. ===Step 1: Getting MSYS=== You can download MSYS from [http://www.mingw.org/download.shtml this website]. Install it to its default directory. ===Step 2: Setting up the Compiler=== You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries=== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ===Step 4: Set up PATH variable=== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ====Windows 2000/XP==== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre> * OK your way out of all dialog boxes. ====Windows 9x/Me==== ==Compiling in a nutshell== Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type: <pre>make -f Makefile.win all</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make -f Makefile.win client make -f Makefile.win server make -f Makefile.win master</pre> That's it! The binaries should appear in a new subdirectory called bin. 3a225e67d291ed835f798317bb7797552f15ade4 2751 2750 2007-01-20T19:15:30Z AlexMax 9 /* Step 2: Setting up the Compiler */ wikitext text/x-wiki This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Before you compile...== Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box. ===Step 1: Getting MSYS=== You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory. ===Step 2: Setting up the Compiler=== You need the latest version of MinGW from [http://www.mingw.org/download.shtml the same website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries=== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ===Step 4: Set up PATH variable=== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ====Windows 2000/XP==== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre> * OK your way out of all dialog boxes. ====Windows 9x/Me==== ==Compiling in a nutshell== Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type: <pre>make -f Makefile.win all</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make -f Makefile.win client make -f Makefile.win server make -f Makefile.win master</pre> That's it! The binaries should appear in a new subdirectory called bin. 7a37c53895ddbad49bf0a5789631f417aefcb046 2750 2748 2007-01-20T19:11:28Z AlexMax 9 /* Windows 2000/XP */ wikitext text/x-wiki This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Before you compile...== Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box. ===Step 1: Getting MSYS=== You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory. ===Step 2: Setting up the Compiler=== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries=== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ===Step 4: Set up PATH variable=== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ====Windows 2000/XP==== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\;C:\MSYS\1.0\bin</pre> * OK your way out of all dialog boxes. ====Windows 9x/Me==== ==Compiling in a nutshell== Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type: <pre>make -f Makefile.win all</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make -f Makefile.win client make -f Makefile.win server make -f Makefile.win master</pre> That's it! The binaries should appear in a new subdirectory called bin. ff9d2384cae02288785e22d6ba7fe2eac2461120 2748 2747 2007-01-20T08:45:41Z AlexMax 9 wikitext text/x-wiki This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Before you compile...== Unless you have an IDE, trying to compile a program for Windows is a rather complicated to set up. However, with some initial preperation work, you can have a build environment similar to ones you can get in Linux out of the box. ===Step 1: Getting MSYS=== You can download MSYS from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. Install it to its default directory. ===Step 2: Setting up the Compiler=== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\MinGW. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ===Step 3: Required Libraries=== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ===Step 4: Set up PATH variable=== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ====Windows 2000/XP==== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\;C:\MSYS\</pre> * OK your way out of all dialog boxes. ====Windows 9x/Me==== ==Compiling in a nutshell== Once the environment is set up, compiling using MSYS is relatively painless. Open a command prompt, go to the root directory of the branch that you want to compile and type: <pre>make -f Makefile.win all</pre> This will compile the client, the server and the master, one after another. If you want to compile them one at a time, simply use one of the following commands: <pre>make -f Makefile.win client make -f Makefile.win server make -f Makefile.win master</pre> That's it! The binaries should appear in a new subdirectory called bin. 6da7c46a5f48abdb83fce6ba55caf18c4872fe0e 2747 2745 2007-01-20T08:34:00Z AlexMax 9 /* Step 3: Required Libraries */ wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== [[Required Libraries]] In addition to correctly downloading and copying the development libraries, you must do one other task. You will find a file named '''i386-mingw32-msvc-sdl-config''' in your C:\MinGW\bin directory. Copy or rename this file to just '''sdl-config'''. ==Step 4: Set up PATH variable== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ===Windows 2000/XP=== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\</pre> * OK your way out of all dialog boxes. ===Windows 9x/Me=== ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 0fff2cf978c304572f909a7285095607d9a3205b 2745 2744 2007-01-20T08:32:04Z AlexMax 9 /* Step 4: Unpack Files */ wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== ==Step 4: Set up PATH variable== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ===Windows 2000/XP=== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\</pre> * OK your way out of all dialog boxes. ===Windows 9x/Me=== ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 1ac0275e225d25393f1636d0e4e1f485e0224ebd 2744 2743 2007-01-20T08:31:17Z AlexMax 9 /* Step 3: Required Libraries */ wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== ==Step 4: Set up PATH variable== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ===Windows 2000/XP=== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\</pre> * OK your way out of all dialog boxes. ===Windows 9x/Me=== ==Step 4: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. f17d91a3e53ee04eb5ab855c1e78e0b4b4bc68cf 2743 2742 2007-01-20T08:31:02Z AlexMax 9 /* Step 3: Set up PATH variable */ wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== ==Step 4: Set up PATH variable== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ===Windows 2000/XP=== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\</pre> * OK your way out of all dialog boxes. ===Windows 9x/Me=== ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ==Step 4: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. c42e47a7af8d297a1159a45db0572a6c30f1fd08 2742 2739 2007-01-20T08:27:16Z AlexMax 9 /* Step 2: Setting up the Compiler */ wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Set up PATH variable== Now, we need to set up our PATH environment variable to contain the path to the compiler. Without this, the makefile will not be able to find the compiler. How to set up your PATH variable depends on what operating system you're using. ===Windows 2000/XP=== * Right click on My Computer and click Properties... * Click on the Advanced tab, and then the button that says Environment Variables * Under the System Variables section, scroll through the variables and double-click the variable named Path * Copy paste the following onto the end of the Variable Value. <pre>;C:\MinGW\bin\</pre> * OK your way out of all dialog boxes. ===Windows 9x/Me=== ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ==Step 4: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 2494cc8eb1139f2bcd50dc816fa5b32eb1f5a15b 2739 2724 2007-01-20T08:13:25Z AlexMax 9 Compiling using MinGW moved to Compiling using MSYS wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ==Step 4: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 44348f3016a0320aca93b987342bf21726a75022 2724 2723 2007-01-19T04:11:12Z AlexMax 9 wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Required Libraries== For ODAMEX to successfully compile, you must obtain some libraries for it, which are: *[http://www.libsdl.org/download-1.2.php SDL Development Libraries] *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer Development Libraries] Copy the include and lib folders from the archives and paste them into your C:\MinGW directory. ==Step 4: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 44348f3016a0320aca93b987342bf21726a75022 2723 2720 2007-01-19T04:09:43Z AlexMax 9 wikitext text/x-wiki {{Cleanup}} This document assumes that you want to use MSYS in order to parse the Windows-based makefile and compile with MinGW. If you don't want to bother downloading an IDE, you've come to the right place. ==Step 1: Getting MSYS== You can download Code::Blocks from its website here: [http://www.codeblocks.org/ MinGW - Minimal SYStem]. It doesn't matter where you install MSYS, but be sure and add MSYS's /bin/ directory to your $PATH$ environment variables, which you can find in System Properties -> Advanced. ==Step 2: Setting up the Compiler== You need the latest version of MinGW from [http://www.mingw.org/download.shtml this website]. You need the latest stable versions of the following packages... * mingw-runtime * mingw32-make * w32api * binutils * gcc * g++ Download all of them and extract them to C:\mingw. If you're using Windows and don't have an archiver capable of handling tar.gz files, stop living in the stone age and download [http://www.7-zip.org/ 7-Zip]. If you are compiling ODAMEX for the purpose of debugging, grab gdb as well. ==Step 3: Unpack Files== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ==Step 4: Download SDL Packages== - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 2d8edeab30b170587b88542f73c0f40f33d8bee6 2720 2587 2007-01-19T03:57:42Z AlexMax 9 wikitext text/x-wiki {{Cleanup}} ==MinGW and MSYS== ===Ensure you have the proper files=== Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> In addition, you will need the latest version of MSYS: * [http://prdownloads.sourceforge.net/mingw/MSYS-1.0.10.exe?download MSYS-1.0.10.exe] <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. ===Unpack Files=== - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. ===Download SDL Packages=== - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] ===Download MSYS=== - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. ===Create a Directory for Code=== - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. ===Compile with Makefile=== - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> ===Result=== - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 8051debfca774f6e467945a8b4c9d8048aa416c7 2587 2578 2006-11-13T04:53:12Z AlexMax 9 /* Cygwin */ wikitext text/x-wiki {{Cleanup}} <b>Overview:</b> --------- This guide contains information on how to compile Odamex using a MakeFile. =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 520052a46c18b64bf1f07f1367b85d68d43e74c5 2578 2577 2006-11-10T16:45:22Z AlexMax 9 wikitext text/x-wiki {{Cleanup}} <b>Overview:</b> --------- This guide contains information on how to compile Odamex using a MakeFile. =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] Cygwin does not appear to have any sort of standard place where the development libraries can go ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. a877ac66177b8f275683e8d6260146e19bc6f0b8 2577 2572 2006-11-10T16:40:00Z AlexMax 9 wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using a MakeFile. =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. == Cygwin == [[Image:Cygwin.png|thumb|Screenshot of Odamex in Cygwin]] Cygwin does not appear to have any sort of standard place where the development libraries can go ===Step 1: Installing Cygwin=== Download and run the setup.exe file avalable from [http://www.cygwin.com/ here]. Make sure that the make, gcc and subversion (if you are going to download the source via svn) packages are selected to be installed. ===Step 2: Required Libraries === For ODAMEX to successfully compile, you must obtain some libraries for it, which are: <b>SDL Development Libraries</b> You can get the latest version of SDL [http://www.libsdl.org/download-1.2.php here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. <b>SDL_mixer Development Libraries</b> You can get the latest version of SDL_mixer [http://www.libsdl.org/projects/SDL_mixer/ here]. Extract the archive where you think it's approprite. If you don't know where to put it, your home directory should work nicely. ===Step 3: Patch SDL_config_minimal.h=== Unfortunately, SDL does not always play ball with cygwin's headers. The biggest offender has been a conflict between <SDL_config_minimal.h> and <stdint.h>. You may need to edit the following two lines in <SDL_config_minimal.h>: * typedef signed int int32_t; * typedef unsigned int uint32_t; To read: * typedef signed long int int32_t; * typedef unsigned long int uint32_t; ===Step 4: Getting the source code for ODAMEX=== The source code can be obtained through the [http://odamex.net website] or from the [[SVN]] repository using cygwin's svn client. ===Step 5: Modifying your makefile=== There is one extra step you have to do before compiling. You must edit the makefile in the root of the branch you want to compile. The two things you must change are SDL_LOCATION and SDL_MIXER_LOCATION, and you have to modify these two lines to point to the directories where you extracted your SDL and SDL_Mixer development libraries, respectively. ===Step 5: Compiling the ODAMEX source code=== Finally, you can '''make''', and the client and server and master server should compile sucessfully. ===Step 6: Obtaining the runtime libraries=== Once its all built (and no errors have occurred), you should find some binary files located in the '''trunk''' directory. The only thing that you're likely missing is the SDL and SDL_Mixer runtime libraries. Download the Win32 library from [http://www.libsdl.org/download-1.2.php here] and [http://www.libsdl.org/projects/SDL_mixer/ here]. 8bc8761edd3494a96d1305dc5108ccc0f596ec39 2572 1307 2006-11-10T16:11:35Z AlexMax 9 Compiling with on Windows with Makefile moved to Compiling using MinGW wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using a MakeFile. =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 2a1aba73185e5e351b5b866014d96b7236b55173 1307 1306 2006-03-28T22:07:48Z Ralphis 3 wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using a MakeFile. =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. 2a1aba73185e5e351b5b866014d96b7236b55173 1306 2006-03-28T22:07:13Z Ralphis 3 wikitext text/x-wiki <b>Overview:</b> --------- This guide contains information on how to compile Odamex using [http://www.codeblocks.org/ Code::Blocks] =Download SVN Utility= - Download [http://tortoisesvn.tigris.org/ tortoisesvn] and <b>install</b>, then <b>restart</b>. =Download MingW Files= - Get the following <b>MinGW</b> files: * [http://prdownloads.sf.net/mingw/gcc-core-3.4.2-20040916-1.tar.gz?download gcc-core-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/gcc-g++-3.4.2-20040916-1.tar.gz?download gcc-g++-3.4.2-20040916-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw-runtime-3.9.tar.gz?download mingw-runtime-3.9.tar.gz] * [http://prdownloads.sf.net/mingw/w32api-3.6.tar.gz?download w32api-3.6.tar.gz] * [http://prdownloads.sf.net/mingw/binutils-2.15.91-20040904-1.tar.gz?download binutils-2.15.91-20040904-1.tar.gz] * [http://prdownloads.sf.net/mingw/mingw32-make-3.80.0-3.exe?download mingw32-make-3.80.0-3.exe] * [http://prdownloads.sf.net/mingw/gdb-5.2.1-1.exe?download gdb-5.2.1-1.exe] <BR> <b><u>NOTE:</u></b> Use a program like 7-zip to extract tar.gz files. =Unpack Files= - Untar <b>ALL MinGW</b> files from the archives you just downloaded into a single directory, then right click on <i>My Computer->Properties->Go to Advanced Tab->Environment Variables->System Variables</i> and scroll down till you find the Path variable, click edit and add the following line:<BR> <BR> <B>;drive:\mingwdir\bin</B><BR> <BR> drive:\ being the drive you installed mingw to (eg c:\)<BR> mingwdir is self-explanatory (eg mingw\)<BR> <BR> <b><u>NOTE:</u></b> Include the semi-colon at the start, or else it won't work. <b><u>NOTE:</u></b> In your mingw/bin dir, you should see a file named <b>i386-mingw32-msvc-sdl-config</b>, rename this to <b>sdl-config</b>. =Download SDL Packages= - Download the following SDL packages and untar/zip them to your MinGW dir. * [http://www.libsdl.org/release/SDL-devel-1.2.9-mingw32.tar.gz SDL-devel-1.2.9-mingw32.tar.gz] * [http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.6-VC6.zip SDL_mixer-devel-1.2.6-VC6.zip] =Download MSYS= - You will need [http://prdownloads.sf.net/mingw/MSYS-1.0.10.exe?download MSYS.] You will need to add an environment variable to point to its bin dir aswell. <b><u>NOTE:</u></b> You need MSYS, because gnu make and windows mkdir don't get on well together, not because you need sdl-config. =Create a Directory for Code= - Create a new dir somewhere, right click inside it and click <b>SVN Checkout</b>, type in <b>svn://odamex.net:2000/</b> in the url field and click OK, wait until it says <b>Completed</b> in the Action column of the window. =Compile with Makefile= - Open a command prompt and go to your odamex trunk dir and type: <b>make -f Makefile.win all</b> <b><u>HINT:</u></b> To get help on the makefile, type <b>make -f Makefile.win help</b> =Result= - If all steps were followed correctly, Code::Blocks should output a binary into the /Bin dir of your odamex svn folder. e5b5a368131a707d2865e7c3d6ac141bb51ca05c Compiling using Microsoft Visual Studio 0 1480 2929 2585 2007-06-17T01:37:13Z Nautilus 10 wikitext text/x-wiki Microsoft Visual Studio 6.0, specifically Microsoft Visual C++ 6.0, may be the most popular priced C++ compiler for Windows ever. Having been around for over eight years, it has quite a large following. == Before you compile... == Before we can compile Odamex, we must set up our environment to find our libraries. === Visual C++ 6.0 === [[Image:visualc6_includes.png|thumb|Setting up Visual C++ 6.0]] Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK. == Compiling in a nutshell == Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish. 46ac82ae76e2ac775d29abca11d23449e02af485 2585 2582 2006-11-10T17:09:14Z AlexMax 9 wikitext text/x-wiki Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following. == Before you compile... == Before we can compile Odamex, we must set up our environment to find our libraries. === Visual C++ 6.0 === [[Image:visualc6_includes.png|thumb|Setting up Visual C++ 6.0]] Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK. == Compiling in a nutshell == Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish. af803e12d2d4e249d7c8682ba820926d4d05b1f5 2582 2580 2006-11-10T17:01:55Z AlexMax 9 Compiling using Microsoft Visual Studio 6.0 moved to Compiling using Microsoft Visual Studio wikitext text/x-wiki Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following. == Before you compile... == Before we can compile Odamex, we must set up our environment to find our libraries. === Visual C++ 6.0 === [[Image:visualc6_includes.png]] Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK. == Compiling in a nutshell == Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish. d6679186344b0f1bc25185ca72f029b7b943f844 2580 2006-11-10T16:59:44Z AlexMax 9 wikitext text/x-wiki Microsoft Visual Studio 6.0, specifily Microsoft Visual C++ 6.0, may be the most popular nonfree C++ compiler for Windows ever. Although it's more than 8 years old, it's still has quite a large following. == Before you compile... == Before we can compile Odamex, we must set up our environment to find our libraries. === Visual C++ 6.0 === [[Image:visualc6_includes.png]] Go to Tools->Options... and click on the Directories tab. From there, add the \include directories from our required libraries under Include files and the \lib directories from our required libraries under Library files. Then, click OK. == Compiling in a nutshell == Once our environment is set up, compiling in Visual C++ is straightforward. Simply load the Visual C++ workspace file (odamex.dsw) and select the project which you wish to compile under Project->Set Active Project. Then, go to Compile->Build and wait for the compilation to finish. d6679186344b0f1bc25185ca72f029b7b943f844 Compiling using Microsoft Visual Studio 6.0 0 1482 2583 2006-11-10T17:01:55Z AlexMax 9 Compiling using Microsoft Visual Studio 6.0 moved to Compiling using Microsoft Visual Studio: No version number, we want to be able to cover VS.NET 2005 in the future. wikitext text/x-wiki #redirect [[Compiling using Microsoft Visual Studio]] bfe74a0ab23f86e96805504950636331b03aeab0 Compiling using Xcode 0 1514 2935 2893 2007-07-15T17:51:22Z Voxel 2 /* Required frameworks */ wikitext text/x-wiki == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied to /Library/Frameworks. Alternatively, you can copy them to /Users/USER/Library/Frameworks, where USER is your username on your machine. In this case you will need to replace the frameworks in the Xcode project (Source->client->libraries). This is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Building the client, server and master == Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu. == Building the Launcher on Mac OS X (SVN) == The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree. == Building the Launcher on Mac OS X (v0.2) == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows (using Terminal): <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disable-shared --enable-universal-binary make </pre> And... go get lunch, this will take awhile. Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 83794f2786cffd9339d4324d4b38c5c7d60d2bea 2893 2892 2007-04-09T04:23:59Z NovaFlame 38 wikitext text/x-wiki == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Building the client, server and master == Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu. == Building the Launcher on Mac OS X (SVN) == The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree. == Building the Launcher on Mac OS X (v0.2) == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows (using Terminal): <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disable-shared --enable-universal-binary make </pre> And... go get lunch, this will take awhile. Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 309ff068d720ca3a871b7f27b65196addfcb8256 2892 2891 2007-04-09T04:13:18Z Voxel 2 wikitext text/x-wiki == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Building the client, server and master == Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu. == Building the Launcher on Mac OS X (SVN) == The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree. == Building the Launcher on Mac OS X (v0.2) == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows: <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disable-shared --enable-universal-binary make </pre> And... go get lunch Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 0020c46a208a53bd666b4a07fb1380d5c3005eac 2891 2875 2007-04-09T04:12:54Z Voxel 2 wikitext text/x-wiki == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Building client, server and master == Right-click on the appropriate item under the "Targets" list (in the workspace window), and select "Build" from the pop-up menu. == Compiling the Launcher on Mac OS X (SVN) == The OSX launcher is in a separate Xcode project, and can be found in the "osxlaunch" directory of the odamex SVN tree. == Compiling the Launcher on Mac OS X (v0.2) == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows: <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disable-shared --enable-universal-binary make </pre> And... go get lunch Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 6478ee6f87241d32330a2b6b485e2f709116250b 2875 2864 2007-03-22T18:01:25Z NovaFlame 38 wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Compiling the Launcher on Mac OS X == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows: <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disable-shared --enable-universal-binary make </pre> And... go get lunch Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 6906a939f5b80e889d735ab23058bc17081417c0 2864 2863 2007-02-24T20:20:29Z Lyfe 36 /* Opening the project */ wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. Side note: If you run the release builds from xcode, you have a good chance of causing a bus error that does not appear when you simply launch the program from finder (or however else). == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Compiling the Launcher on Mac OS X == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows: <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disabled-shared --enable-universal-binary make </pre> And... go get lunch Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 64aa79c553a9a1cb2fc11cfa706b817896249aa6 2863 2862 2007-02-24T18:50:35Z Lyfe 36 wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. == Compiling the Launcher on Mac OS X == This is a bit messy (at least for me), and requires some tinkering about in places that not all people like to deal with. It's so much easier when it's just "open project, choose target, click build"... Too bad we don't quite have that luxury (although I imagine it isn't that hard to actually make it work. Anyway, I've managed to do this (and I think as a universal binary) by doing the following: (wiki's are not my strong part.. sorry) download wxWidgets. unpack, and build wxWidgets as follows: <pre> cd /path/to/wxwidgets-source mkdir osx-build cd osx-build ../configure --disabled-shared --enable-universal-binary make </pre> And... go get lunch Now, on to odalaunch: Because of a runtime crash involving list coloring, you need to edit src/dlg_main.cpp. comment out line 276: <pre>//SERVER_LIST->ColourListItem(i);</pre> In the odamex/odalaunch directory, edit the makefile: fix the following for OS X (and somewhat specific to your install): <pre>WXBASE = /path/to/wxMac-2.8.0/osx-build WXCONFIG = $(WXBASE)/wx-config WXRC = $(WXBASE)/utils/wxrc/wxrc CFLAGS = $(shell $(WXCONFIG) --cflags) -g -arch ppc -arch i386 </pre> adding the above -arch flags enables the thing to build a universal binary (hopefully) run: "make" When all is done and said, you should now have a odalaunch.app. It's a bit unstable, but it appears to work. Your milage may vary. 4abef7509daeeff4e8e2c5801abe73cb5de2b053 2862 2861 2007-02-24T17:24:41Z Lyfe 36 /* Opening the project */ wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). In the project window (shown in screenshot), you can choose a target to attempt to build from the dropdown box in the upper-left corner. If you get build errors on a release version, please make sure you have the frameworks for SDL & SDL_mixer installed (described below). Instructions for building the launcher on Mac OS X do not currently exist (to my knowledge) because there is a lack of a simple framework for wxwidgets on Mac OS X. wxWidgets needs to be built from source, and there's a good number of headaches that can go with that. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. 2ab469232782171d45061d2c00835c918a201491 2861 2793 2007-02-24T17:09:14Z Lyfe 36 /* Required frameworks */ wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> Links to the SDL & SDL_mixer frameworks can be found on the [[Required Libraries]] page. You will want to grab the binary installation packages. The framework directories found in both disk images should be copied either to /Library/Frameworks or to USER/Library/Frameworks, where USER is your username on your machine. The second location is for users who want the frameworks to only be available locally or do not have access to install frameworks globally. fa918a3e6c7b497c8340d6863d2a9c5da7d357f1 2793 2792 2007-01-24T18:46:00Z Manc 1 Stubbified wikitext text/x-wiki {{stub}} == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> 17d0226eb730a440ae7cb6230b1154de60257e81 2792 2791 2007-01-24T18:42:15Z Manc 1 More minor formatting wikitext text/x-wiki == Opening the project == [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> cd25608dda9b4680da6baf6aa0d5d5d17b47ff86 2791 2770 2007-01-24T18:40:42Z Manc 1 Minor formatting wikitext text/x-wiki [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] == Opening the project == You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. == Required frameworks == You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> 603c18b970b149e544891d191f0530f2dd7b611d 2770 2769 2007-01-22T18:30:33Z Voxel 2 wikitext text/x-wiki [[Image:Xcode.jpg|thumb||Screenshot of the odamex Xcode project]] = Opening the project = You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. = Required frameworks = You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> 42d53e0860af871d6dcdb9c920a5fecace1ee574 2769 2768 2007-01-22T18:27:50Z Voxel 2 wikitext text/x-wiki [[Image:Xcode.jpg|none||Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. You will need to make sure the following frameworks are installed: <pre> Cocoa.framework (comes with OSX) Carbon.framework (comes with OSX) SDL.framework SDL_mixer.framework </pre> 7ea68e5298a11ecbb0e36965632275e2b5294458 2768 2007-01-22T18:24:59Z Voxel 2 wikitext text/x-wiki [[Image:Xcode.jpg|none|500x200px|Screenshot of the odamex Xcode project]] You can open "odamex.xcodeproj" with Xcode (development environment distributed with Apple's OSX). Right click on one of the targets to build/run it. 04c37b4ee37e819288775550ae4141237d47f5e0 Con scaletext 0 1533 2832 2007-02-01T00:14:33Z AlexMax 9 wikitext text/x-wiki ===con_scaletext=== 0: Disable message scaling.<br> 1: Enable message scaling.<br> This variable controls the size of the messages that appear at the top of the screen (such as "Picked up a Stimpack"). When enabled, the text is scaled up to match your resolution. When disabled, it displays pixel-for-pixel, which may be unreadable in some higher resolutions. Please note that this variable does NOT effect how big the console font is. [[Category:Client_variables]] e3833d889e8f8955c7c2c979be1eb02b6f382b38 Connect 0 1424 2158 2006-04-16T04:39:33Z Ralphis 3 wikitext text/x-wiki ===connect=== This command is used for connecting to any server. ''Ex. If you wanted to connect to a server using the ip 127.1.1.1:15000 you would type the console command '''connect 127.1.1.1:15000'''.'' [[Category:Client_commands]] 71448d79f6ecc594972577670618b8162cad7884 Console 0 1602 3190 3189 2008-06-02T19:02:09Z Voxel 2 wikitext text/x-wiki Odamex supports a quake-style console system. You can access it by using the tilde (~) or grave (&not;) key, depending on your keyboard layout. If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console. 8b65c37985e4d86680f7f0c125b8e33a43abf60d 3189 3188 2008-06-02T19:01:53Z Voxel 2 wikitext text/x-wiki Odamex supports a quake-style console system. You can access it by using the tilde (~) or grave key (&not;), depending on your keyboard layout. If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console. ea771dd51f34254ea601a21c1ce4c29f75e277af 3188 2008-06-02T18:59:01Z Voxel 2 wikitext text/x-wiki Odamex supports a quake-style console system. You can access it by using the tilde or grave key (~ or �), depending on your keyboard layout. If this does not work, use the 'Escape' key to open the menu, then by using the arrow keys and Enter: select "Options", then "Customize controls", then "Console". Hit a key you wish to use to access the console. 921d8c6a84fde122821dc1a45e13280350fdc07f Contacts 0 1454 2265 2264 2006-08-31T19:34:52Z Voxel 2 wikitext text/x-wiki #REDIRECT [[MAINTAINERS]] bad26069aadfe3bed969d62f4f3e3e7cf5dfe45a 2264 2006-08-31T19:34:21Z Voxel 2 wikitext text/x-wiki #REDIRECT MAINTAINERS cdeae43f0c47be8fbf5b645ca863e8279389e2ee CorrieBailes605 0 1804 3703 2012-07-11T20:44:11Z 188.167.53.80 0 Created page with "As patients, we all including to feel our doctors are on perfect of their game -- they understand every thing there is to fully grasp around our specific health concern. We i..." wikitext text/x-wiki As patients, we all including to feel our doctors are on perfect of their game -- they understand every thing there is to fully grasp around our specific health concern. We including to think this simply because we are putting our wellness and our lives in their hands. [http://www.nordellaw.com/about/lawyers/kashmir-gandham/ Gandham Satnam Singh] However, what we really ought to be thinking is how can doctors remain existing on all of the new developments, experience and suggested remedies offered? After all, you will discover so lots of new medical findings/reports given everyday3 it is actually impossible for anyone doctor to stay current in all places of medicine. It is even a challenge for a physician to stay current in 1 specialized region of medicine. Yes, doctors are vital to take continuing education classes, still the number of hours crucial per year is minimal compared to all of the new medical data offered each and every day. To stay existing, doctors need to develop a concerted effort to discover what is new in their particular practicing location. Doctors who are professional lecturers even employ full-time workers to review all of the on the market new medical data. That is how they stay existing and will be considered authorities. The point of sharing these thoughts with you is, regardless of how great your doctors are there might possibly come a day as soon as they can't solution your certain questions. They may possibly not comprehend around a specific new treatment, could not understand around a alter in the existing normal of care. You, the patient, could possibly uncover yourself educating your doctors around some thing you have read. Think this isn't most likely to take place, then feel once more! This occurs even more always than we just like to admit. Here is an example of a genuine-life circumstance a friend lately shared with me . . . Sarah (not her genuine name) recently told me she were feeling particularly tired and was gaining weight. Her physician was running a number of blood tests and was checking her thyroid function. She would comprehend about her test results in a number of days. A couple of days later she told me her blood tests came back good, in the normal lab ranges. I asked her what her TSH value was and she said it was Her doctor idea they may well repeat tests in around three months. [http://www.profilecanada.com/companydetail.cfm?company=675961_Gandham_S_S_MD_Richmond_BC Gandham Satnam Singh] I was shocked to hear her doctor concept a TSH of 8 was regular. I thought she was almost certainly getting hypothyroid. I explained to her that the American Association of Clinical Endocrinologists (AACE) established new tips in 2003 for the TSH assortment and also the new regular wide variety for TSH is at present three to 0 Using this narrower variety, Sarah would be regarded as hypothyroid (not sufficient thyroid hormone) and could be given thyroid supplements. Sarah's situation is just one example of a doctor not realizing the most recent data. In case you locate yourself in a same scenario, here are some beneficial assistance as soon as educating your doctor: [http://www.bbb.org/mbc/business-reviews/optometrists/dr-ls-gandham-optometric-corporation-in-burnaby-bc-1247352 Dr Gandham Satnam Singh] c51845c015a5ba77d565dd36115954edbed959e3 Crash 0 1307 2674 2664 2007-01-12T01:03:39Z Manc 1 wikitext text/x-wiki {{stub}} Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash and find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way). 75449b6db44acfbc96c949fe84f784640fbb4b4b 2664 1905 2007-01-09T21:16:04Z Ralphis 3 wikitext text/x-wiki {{stub}} Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way). 052b0f02e02930251d9a3294ff7b48a8fecb1dd7 1905 1380 2006-04-07T20:41:42Z Manc 1 wikitext text/x-wiki Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]] (though it is not necessarily recommended to always play this way). d2c36271fc17bb71b1e198a1bd9b6df91d2a339c 1380 1379 2006-03-30T17:47:47Z Voxel 2 wikitext text/x-wiki Some crashes happen due to [[vulnerability]], others due to [[incompatibilities]]. Either way, we should aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]]. 038698a14d03c2d341240fb61258d7733fcc9155 1379 2006-03-30T17:47:27Z Voxel 2 wikitext text/x-wiki Some crashes happen due to [[vulnerabilities]], others due to [[incompatibilities]]. Either way, we should aim to catch every crash find a fix for it. This is why you should always test odamex within a [[debugger]]. e2f2f5155aec072e78a173ddced282035d63bff7 Credits 0 1318 3829 3032 2015-02-09T20:55:45Z Manc 1 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex. For a list of current maintainers, see [[MAINTAINERS]] NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|class="table table-inverse table-striped" ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helped on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Former lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Dr. Sean | sean odamex(dot)net | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | [[User:GhostlyDeath|GhostlyDeath]] | ghostlydeath gmail(dot)com | Built and designed the spectator code |- | Hyper_Eye | N/A | Built the thread code for the Odamex Launcher, assists with coding. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 6d60be788d6eb0954b8a30a500a7390c205297c2 3032 3030 2008-04-30T02:40:51Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex. For a list of current maintainers, see [[MAINTAINERS]] NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | [[User:GhostlyDeath|GhostlyDeath]] | ghostlydeath gmail(dot)com | Built and designed the spectator code, patch submitter |- | Hyper_Eye | N/A | Built the thread code for the Odamex Launcher. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} c01d732a40335ed4ce1708d309ceb59383492040 3030 3014 2008-04-30T02:36:23Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex. For a list of current maintainers, see [[MAINTAINERS]] NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | GhostlyDeath | ghostlydeath gmail(dot)com | Built and designed the spectator code, patch submitter |- | Hyper_Eye | N/A | Built the thread code for the Odamex Launcher. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} cccc218c2d4403bee5b23ca002b8ed0f6fd3ed99 3014 3013 2008-04-14T00:07:04Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | GhostlyDeath | ghostlydeath gmail(dot)com | Built and designed the spectator code. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 51f070043cad5c3dfdad152341ba81d49416b5f3 3013 2934 2008-04-13T23:58:52Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |- | GhostlyDeath | ghostlydeath gmail(dot)com | Built and designed the spectator code. |} 544e12c291c7b0a9b1297ff2a92972e27b6af06e 2934 2933 2007-07-05T22:19:32Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign in the spaces of the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} bc32ff00fbc5d32dd132fc11c5c1f916e8658aa8 2933 2925 2007-07-05T22:18:46Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: NOTE: Because of the large amount of spam mail, you will need to put an at (@) sign between the addresses and replace the (dot)'s with real ones. {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | alexmayfield carolina(dot)rr(dot)com | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | anarkavre zoominternet(dot)net | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | deathz0r odamex(dot)net | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | denis voxelsoft(dot)com | Lead coder |- | destx | destx slipgate(dot)org | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | joejkennedy gmail(dot)com | Helping with coding |- | [[User:Manc|Manc]] | mike odamex(dot)net | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | ralphis odamex(dot)net | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | smordak yahoo(dot)com | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | russell odamex(dot)net | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | somtwo gmail(dot)com | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} c3f1669782b19792fbaf01830f626ec9d6372e6c 2925 2909 2007-06-02T23:07:34Z Russell 4 I figured this would make sense wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@odamex.net deathz0r@odamex.net] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@odamex.net mike@odamex.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | [mailto:smordak@yahoo.com smordak@yahoo.com] | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | [mailto:russell@odamex.net russell@odamex.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 9df8d732e168a4d8157fea671617815cdbef1b0c 2909 2783 2007-04-15T09:04:56Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | [mailto:smordak@yahoo.com smordak@yahoo.com] | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 1ff9f7cdcff260c129bdb78355ca9527a1081822 2783 2695 2007-01-23T20:52:24Z AlexMax 9 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and testing |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | [[mailto:smordak@yahoo.com smordak@yahoo.com]] | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 44640ef51fa361eb699a9b5f4091d82ddaf08f24 2695 2669 2007-01-17T23:03:06Z Ralphis 3 Added Fly and Randy Heit wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | Fly | N/A | Original programmer of Odamex's predecessor, CSDoom. |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing, maintains the wiki, and is a project manager |- | Randy Heit | [[mailto:smordak@yahoo.com smordak@yahoo.com]] | Creator of ZDoom, granted Odamex GPL blessing for ZDoom 1.22 |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 3c4fa9734eb2613068bfc123a4c62b615a17bfbb 2669 2665 2007-01-11T17:44:41Z Manc 1 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 cellpadding=5 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing and is a project manager |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} cae89dc22f243faf6e7fcd510c7a4f80cff9676c 2665 2552 2007-01-09T21:52:49Z Ralphis 3 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@odamex.net ralphis@odamex.net] | Helps with testing and is a project manager |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 09ccab7573fd08da8bb3820b081c1ffeac6b5197 2552 2490 2006-11-10T00:39:50Z AlexMax 9 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | [[User:AlexMax|AlexMax]] | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | [[User:Anarkavre|anarkavre]] | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | [[User:deathz0r|deathz0r]] | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | [[User:Voxel|denis]] | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | [[User:Manc|Manc]] | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | [[User:Ralphis|Ralphis]] | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | [[User:Russell|Russell]] | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | [[User:SoM|SoM]] | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} d930784b62de47b47733961e92429613ac38db12 2490 2489 2006-11-02T04:54:49Z Manc 1 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and teaser web graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website designer/admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 57fc57bdf5c48b070b576e6ebd5770160be670cc 2489 2487 2006-10-31T21:12:36Z Anarkavre 11 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 99412d4adf6a65789a4ccb3b1797ef25c0063484 2487 2486 2006-10-31T02:57:36Z SoM 12 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | Anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:somtwo@gmail.com somtwo@gmail.com] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 8306e592203af4dde00d89c1e525c302a718f996 2486 2485 2006-10-31T02:56:20Z Anarkavre 11 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | Anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:rzeller@ameritech.net rzeller@ameritech.net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 8cdff3fc930227d4bbb9ce7f9fdad0a3e45beb48 2485 2484 2006-10-31T02:53:49Z Anarkavre 11 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | Anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and is a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:rzeller@ameritech.net rzeller@ameritech.net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 46d925f84349e18f0280e879533c906eb008a77b 2484 2481 2006-10-31T02:50:17Z Anarkavre 11 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | AlexMax | [mailto:alexmayfield@carolina.rr.com alexmayfield@carolina.rr.com] | Helping on documentation and mapping |- | Anarkavre | [mailto:anarkavre@zoominternet.net anarkavre@zoominternet.net] | Original lead developer, helped get odamex off the ground and helps with coding |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | deathz0r | [mailto:deathz0r@unidoom.org deathz0r@unidoom.org] | Maintaining documentation and NSIS installer and also doing testing and code cleanups |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | joe | [mailto:joejkennedy@gmail.com joejkennedy@gmail.com] | Helping with coding |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | Manc | [mailto:mike@mancubus.net mike@mancubus.net] | Provides hosting and is also the website admin and one of the project managers |- | Ralphis | [mailto:ralphis@unidoom.org ralphis@unidoom.org] | Helps with testing and a project manager |- | Russell | [mailto:russell@mancubus.net russell@mancubus.net] | Maintains launcher code and does other coding tasks |- | SoM | [mailto:rzeller@ameritech.net rzeller@ameritech.net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 84f585cde2e9c8eeb6d8465747acf36e553f2651 2481 2480 2006-10-31T01:56:11Z Voxel 2 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre@mancubus.net] | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | destx | [mailto:destx@slipgate.org destx@slipgate.org] | Provided original launcher icons and website graphics |- | denis | [mailto:denis@voxelsoft.com denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | SoM | [mailto:rzeller@ameritech.net rzeller@ameritech.net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} f667927f252847a578e6d377304ef6ac4cb0870c 2480 2479 2006-10-31T01:55:28Z Voxel 2 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net] | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | destx | [mailto:destx@slipgate.org] | Provided original launcher icons and website graphics |- | denis | [mailto:denis@voxelsoft.com] | Lead coder for revisions 1 to 2000 |- | SoM | [mailto:rzeller@ameritech.net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 123517d6b587f27b70acd44fb0e3fd09f2c0ed1b 2479 2478 2006-10-31T01:53:38Z Voxel 2 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net] | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | destx | [mailto:destx@slipgate.org destx at slipgate dot org] | Provided original launcher icons and website graphics |- | denis | [mailto:denis@voxelsoft.com denis at voxelsoft dot com] | Lead coder for revisions 1 to 2000 |- | SoM | [mailto:rzeller@ameritech.net rzeller at ameritech dot net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} c9e9f0a00bf1d2e7169ca3bfc560f464c19f8d0c 2478 2465 2006-10-31T01:53:09Z Voxel 2 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net] | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided a useful expert opinion on doom2.exe physics and contributed during early development |- | destx | [mailto:destx@slipgate.org destx at slipgate dot org] | Provided original launcher icons and website graphics |- | denis | [mailto:denis@voxelsoft.com destx at slipgate dot org] | Lead coder for revisions 1 to 2000 |- | SoM | [mailto:rzeller@ameritech.net rzeller at ameritech dot net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} 0771e442c6ea8c0d0d3309e08c0bee9a87d391e8 2465 2344 2006-10-30T22:32:27Z Deathz0r 6 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net] | Original lead developer, helped get odamex off the ground |- | Dashiva | N/A | Provided an useful expert opinion on doom2.exe physics and contributed during early development |- | destx | [mailto:destx@slipgate.org destx at slipgate dot org] | Provided original launcher icons and website graphics |- | SoM | [mailto:rzeller@ameritech.net rzeller at ameritech dot net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF, mouse and scoreboard/console background code for Odamex, we'll miss you man, RIP :'( |} c29186e529fc4697b55927cadfe3dafdbf6f86fb 2344 2343 2006-09-25T08:43:01Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net] | Original lead developer, helped get odamex off the ground |- | destx | [mailto:destx@slipgate.org destx at slipgate dot org] | Provided original launcher icons and website graphics |- | SoM | [mailto:rzeller@ameritech.net rzeller at ameritech dot net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | [http://www.doom2.net/toke/ Toke memorial site] | Designed the CTF Code for Odamex, we'll miss you man, RIP :'( |} 52f3151bbc0c15586279ddf9ff93298f13f6e184 2343 2342 2006-09-25T08:41:54Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! E-Mail/Contact info !! Contribution |- | Anarkavre | [mailto:anarkavre@mancubus.net anarkavre at mancubus dot net] | Original lead developer, helped get odamex off the ground |- | destx | [mailto:destx@slipgate.org destx at slipgate dot org] | Provided original launcher icons and website graphics |- | SoM | [mailto:rzeller@ameritech.net rzeller at ameritech dot net] | Replaced old interface code with SDL, making it more cross-platform |- | Toke | | Designed the CTF Code for Odamex, we'll miss you man, RIP :'( |} 6cbd0e78a478c71827b884eeb2fe99421d7e82ec 2342 2288 2006-09-25T08:38:12Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: {|border=1 ! Name !! Contribution |- | Anarkavre | Original lead developer, helped get odamex off the ground |- | destx | Provided original launcher icons and website graphics |- | SoM | Replaced old interface code with SDL, making it more cross-platform |- | Toke | Designed the CTF Code for Odamex, we'll miss you man, RIP :'( |} 56f06e97b515516fdd485da715c64a4ecf58533d 2288 2287 2006-09-19T08:53:26Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: <pre> * Anarkavre - Original lead developer, helped get odamex off the ground * SoM - Replaced old interface (i_*) code with SDL, making it more cross-platform * Toke - Designed the CTF Code for Odamex, we'll miss you man, RIP :'( </pre> 77e0fff606d372cf599189f1581c6b8359827947 2287 1440 2006-09-19T08:45:45Z Russell 4 wikitext text/x-wiki These are the people who have contributed (patches, additions or other) to odamex: <pre> * Anarkavre (Original lead developer, helped get odamex off the ground) * SoM (Replaced old interface (i_*) code with SDL, making it more cross-platform) </pre> f66ac8aa29b89c7f52f51e3ebbb7d9bde5a3f799 1440 2006-03-30T19:03:23Z Voxel 2 wikitext text/x-wiki People who have contributed time and effort to odamex: * blah * blah * blah 6098e8054549dd67c496eca3df2604bfd18cf3bc Cross compiling for Windows using MinGW 0 1583 3116 3115 2008-05-07T04:44:39Z Exp(x) 23 colon and capitalization consistency wikitext text/x-wiki This document is written for Debian and Ubuntu users. The process should be similar for other distributions, but installing the prerequisites will most likely be different. ===Step 1: Installing and configuring the prerequisites=== In order to build Windows binaries, you'll need MinGW, SDL, and SDL_mixer. This tutorial also assumes you're building the latest revision, so you'll need Subversion. Subversion and MinGW are in the repositories, so to install them, type: <pre>sudo apt-get install mingw32 subversion</pre> Odamex expects the g++ compiler to be named mingw32-g++, create a link: <pre>sudo ln -s /usr/bin/i586-mingw32msvc-g++ /usr/bin/mingw32-g++</pre> Download SDL and SDL_mixer: <pre>wget http://www.libsdl.org/release/SDL-devel-1.2.13-mingw32.tar.gz wget http://www.libsdl.org/release/SDL-1.2.13-win32.zip wget http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.8-VC8.zip</pre> Extract the archives: <pre>tar zxvf SDL-devel-1.2.13-mingw32.tar.gz unzip SDL-1.2.13-win32.zip SDL.dll -d SDL-1.2.13/lib/ unzip SDL_mixer-devel-1.2.8-VC8.zip</pre> The sdl-config utility needs to be modified to contain the correct prefix: <pre>mv SDL-1.2.13/bin/sdl-config SDL-1.2.13/bin/sdl-config.bak cat SDL-1.2.13/bin/sdl-config.bak | \ sed 's/\/Users\/hercules\/tmp\/SDL-1.2.13/\/usr\/i586-mingw32msvc/' \ > SDL-1.2.13/bin/sdl-config chmod +x SDL-1.2.13/bin/sdl-config</pre> Move the files where they belong: <pre>sudo mv SDL-1.2.13/bin/sdl-config /usr/i586-mingw32msvc/bin/ sudo mv SDL-1.2.13/include/SDL/* /usr/i586-mingw32msvc/include/ sudo mv SDL-1.2.13/lib/* /usr/i586-mingw32msvc/lib/ sudo mv SDL_mixer-1.2.8/include/* /usr/i586-mingw32msvc/include/ sudo mv SDL_mixer-1.2.8/lib/* /usr/i586-mingw32msvc/lib/</pre> You don't need the archives or what's left of their contents anymore. Delete them: <pre>rm -rf SDL-1.2.13 SDL_mixer-1.2.8 SDL-devel-1.2.13-mingw32.tar.gz \ SDL-1.2.13-win32.zip SDL_mixer-devel-1.2.8-VC8.zip</pre> ===Step 2: Downloading the source=== Use Subversion to check out a copy of the source: <pre>svn co http://odamex.net/svn/root/trunk odamex-win32</pre> Change to the source directory: <pre>cd odamex-win32</pre> ===Step 3: Compiling=== Add the MinGW bin directory to your PATH so that the correct sdl-config is used: <pre>PATH="/usr/i586-mingw32msvc/bin:$PATH"</pre> And compile: <pre>make -f Makefile.win</pre> ===Step 4: Installing=== The exe files are in the bin directory. A few more files are still needed to run in Windows. Copy them there: <pre>cp /usr/i586-mingw32msvc/lib/SDL.dll /usr/i586-mingw32msvc/lib/SDL_mixer.dll \ README odamex.wad odasrv.cfg bin/</pre> You're all done! Copy the bin directory to a Windows machine and enjoy. 1a120f11aaf3d37d948411bb8c08e3c4072189ec 3115 2008-05-07T04:36:59Z Exp(x) 23 wikitext text/x-wiki This document is written for Debian and Ubuntu users. The process should be similar for other distributions, but installing the prerequisites will most likely be different. ===Step 1: Installing and Configuring the Prerequisites=== In order to build Windows binaries, you'll need MinGW, SDL, and SDL_mixer. This tutorial also assumes you're building the latest revision, so you'll need Subversion. Subversion and MinGW are in the repositories, so to install them, type: <pre>sudo apt-get install mingw32 subversion</pre> Odamex expects the g++ compiler to be named mingw32-g++, create a link: <pre>sudo ln -s /usr/bin/i586-mingw32msvc-g++ /usr/bin/mingw32-g++</pre> Download SDL and SDL_mixer" <pre>wget http://www.libsdl.org/release/SDL-devel-1.2.13-mingw32.tar.gz wget http://www.libsdl.org/release/SDL-1.2.13-win32.zip wget http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-devel-1.2.8-VC8.zip</pre> Extract the archives: <pre>tar zxvf SDL-devel-1.2.13-mingw32.tar.gz unzip SDL-1.2.13-win32.zip SDL.dll -d SDL-1.2.13/lib/ unzip SDL_mixer-devel-1.2.8-VC8.zip</pre> The sdl-config utility needs to be modified to contain the correct prefix: <pre>mv SDL-1.2.13/bin/sdl-config SDL-1.2.13/bin/sdl-config.bak cat SDL-1.2.13/bin/sdl-config.bak | \ sed 's/\/Users\/hercules\/tmp\/SDL-1.2.13/\/usr\/i586-mingw32msvc/' \ > SDL-1.2.13/bin/sdl-config chmod +x SDL-1.2.13/bin/sdl-config</pre> Move the files where they belong: <pre>sudo mv SDL-1.2.13/bin/sdl-config /usr/i586-mingw32msvc/bin/ sudo mv SDL-1.2.13/include/SDL/* /usr/i586-mingw32msvc/include/ sudo mv SDL-1.2.13/lib/* /usr/i586-mingw32msvc/lib/ sudo mv SDL_mixer-1.2.8/include/* /usr/i586-mingw32msvc/include/ sudo mv SDL_mixer-1.2.8/lib/* /usr/i586-mingw32msvc/lib/</pre> You don't need the archives or what's left of their contents anymore. Delete them: <pre>rm -rf SDL-1.2.13 SDL_mixer-1.2.8 SDL-devel-1.2.13-mingw32.tar.gz \ SDL-1.2.13-win32.zip SDL_mixer-devel-1.2.8-VC8.zip</pre> ===Step 2: Downloading the source=== Use Subversion to check out a copy of the source <pre>svn co http://odamex.net/svn/root/trunk odamex-win32</pre> Change to the source directory <pre>cd odamex-win32</pre> ===Step 3: Compiling=== Add the MinGW bin directory to your PATH so that the correct sdl-config is used: <pre>PATH="/usr/i586-mingw32msvc/bin:$PATH"</pre> And compile: <pre>make -f Makefile.win</pre> ===Step 4: Installing=== The exe files are in the bin directory. A few more files are still needed to run in Windows. Copy them there: <pre>cp /usr/i586-mingw32msvc/lib/SDL.dll /usr/i586-mingw32msvc/lib/SDL_mixer.dll \ README odamex.wad odasrv.cfg bin/</pre> You're all done! Copy the bin directory to a Windows machine and enjoy. 4454541a074f16ff5a2cea64d2202785fbe8045d CsDoom 0 1386 3764 3038 2013-08-11T16:09:21Z Exp(x) 23 Update doom wiki link wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|denis]]. Odamex was initially based on csDoom .62 == Links == * [http://csdoom.sourceforge.net/ The original csDoom homepage] * [http://doomwiki.org/wiki/CsDoom Doom Wiki article on csDoom] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] 2428b52c04f341226619f2d3cb0236e653ec9897 3038 3035 2008-05-05T04:54:15Z Russell 4 wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|denis]]. Odamex was initially based on csDoom .62 == Links == * [http://csdoom.sourceforge.net/ The original csDoom homepage] * [http://doom.wikia.com/wiki/CsDoom Doom Wiki article on csDoom] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] 5a4aae3c0cc197b42128e6048ed2303730dc3eb4 3035 2214 2008-05-04T13:53:44Z Ralphis 3 Rewrote to add some information and correct grammar issues wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Over time, it fell out of widespread use. After csDoom .7 was released, csDoom's leader programmer ""Fly"" had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]]. Odamex was initially based on csDoom .62 == Links == * [http://csdoom.sourceforge.net/ The original csDoom homepage] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] d4c9abc9b3fda48480a739a61abb53738725173d 2214 2095 2006-04-20T22:10:42Z Voxel 2 wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]]. Odamex was initially based on csDoom .62 == Links == * [http://csdoom.sourceforge.net/ The origional csDoom homepage] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] d7888318cdfec66344b227f7edcad48629a2f744 2095 2094 2006-04-14T03:00:30Z AlexMax 9 wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is Odamex's lead programmer, [[User:Voxel|Voxel]]. == Links == * [http://csdoom.sourceforge.net/ The origional csDoom homepage] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] 4591109aec2ce8f3f9ef333a4bdcb773c2afed67 2094 2092 2006-04-14T02:59:46Z AlexMax 9 wikitext text/x-wiki csDoom was one of the first widely-played Client/Server Doom ports. Unfortuniatly, it has fallen into disuse as after csDoom .7 was released Fly had lost interest in the project. The current maintainer of csDoom is [[User:Voxel|Voxel]], who is also Odamex's lead programmer. == Links == * [http://csdoom.sourceforge.net/ The origional csDoom homepage] * [http://www.voxelsoft.com/csdoom/ csDoom 2005 homepage] 2db0a50c1fd58d434c04904f92e1e1baf298c755 2092 1831 2006-04-14T01:57:58Z Voxel 2 wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Odamex was based on csDoom .62, though this is not the latest csDoom version. == Links == * [http://csdoom.sourceforge.net/ Original csDoom site] * [http://www.voxelsoft.com/csdoom/ More secure csDoom patch] e746b5430f374064ad9fcbc19752af70017ecbbb 1831 1830 2006-04-04T17:14:49Z Voxel 2 wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated into odamex. == Links == * [http://csdoom.sourceforge.net/ Original csDoom site] * [http://www.voxelsoft.com/csdoom/ More secure csDoom patch] 649c9ef6711872ebd61f93cd0e7012ec2ffc51e4 1830 1829 2006-04-04T17:14:28Z Voxel 2 /* Links */ wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex. == Links == * [http://csdoom.sourceforge.net/ Original csDoom site] * [http://www.voxelsoft.com/csdoom/ More secure csDoom patch] 940e870ac06ecc7c45f802a6aef7703a72f557a7 1829 1828 2006-04-04T17:14:05Z Voxel 2 wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As [[odamex]] and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex. == Links == * [[http://csdoom.sourceforge.net/ Original csDoom site]] * [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]] d99d53f23c42dd9c1c5298ca4d6795b270a4428e 1828 1827 2006-04-04T17:13:42Z Voxel 2 wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As odamex and csDoom are similar in purpose, and [[User:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex. == Links == * [[http://csdoom.sourceforge.net/ Original csDoom site]] * [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]] f02c3b318d9703b2557abb38a256ad6f8ac9d1b5 1827 2006-04-04T17:13:14Z Voxel 2 wikitext text/x-wiki csDoom is an old ZDoom based doom port. Nobody plays it anymore. As odamex and csDoom are similar in purpose, and [[Users:Voxel|Voxel]] is participating in both projects, csDoom may migrate towards odamex. Some functionality from csDoom has already been incorporated in odamex. == Links == * [[http://csdoom.sourceforge.net/ Original csDoom site]] * [[http://www.voxelsoft.com/csdoom/ More secure csDoom patch]] 8efc14c85761e6a31e97e93cc63a1a43fcd931e2 Ctf flagathometoscore 0 1651 3344 2008-09-03T08:30:46Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Capture_The_Flag#ctf_flagathometoscore]][[Category:Server_variables]] 97228e3c6e279e3a100358bfe002ae0f885f21d9 Ctf flagtimeout 0 1650 3343 2008-09-03T08:30:22Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Capture_The_Flag#ctf_flagtimeout]][[Category:Server_variables]] 6018b2dbeda2d2231206757118e65689f67ef7cf Ctf manualreturn 0 1652 3345 2008-09-03T08:32:30Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Capture_The_Flag#ctf_manualreturn]][[Category:Server_variables]] 7d52e6298e0bf940954c0ab8141188d4e6e95044 Cvar 0 1582 3114 2008-05-06T11:31:20Z Ralphis 3 cvar redirect to variables wikitext text/x-wiki #REDIRECT [[Variables]] 803513da483e954c338bbc3e29c188df614d471f Cvarlist 0 1715 3479 2010-08-23T11:42:30Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings]][[Category:Client commands]][[Category:Server commands]] 1e4c0ab02f839b32b761fe209356649412eaf9ee DDoS 0 1297 1323 2006-03-29T12:55:04Z Voxel 2 wikitext text/x-wiki Stands for "Distributed Denial of Service". Flooding a target system with more data than it (or its connection) can handle. f34b374ec3783a3b15d263496ba1e8aa20dc42f5 Deathmatch 0 1417 2137 2006-04-15T16:57:21Z Manc 1 wikitext text/x-wiki __NOTOC__ __NOEDITSECTION__ ===Deathmatch can refer to one of a few things:=== The ''[[Deathmatch_(game)|Deathmatch]]'' game mode ''[[Deathmatch_(cvar)|Deathmatch]]'' console variable {{disambig}} 945d583cc0d2e6f7c5abe51048e2fabe6558a5da Debian package 0 1595 3170 3169 2008-05-29T12:21:32Z Voxel 2 wikitext text/x-wiki This is how to build the Debian/Ubuntu package = Instructions = * Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev * make patch perl autoconf automake dh-make debhelper devscripts gnupg * Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz * Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3 * Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>' * cd into the directory 'odamex-<version>' * run dh_make -e your.email@address -f ../<name of the tarball you downloaded> * remove the newly created debian/ and extract the skeleton into the directory * if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory. * run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/ * you should have a .deb package up one directory if everything checked out right * to rebuild without recompiling, run 'fakeroot debian/rules binary' 62fadae54f7fe120994d6202930ac4150fb6f65c 3169 3168 2008-05-29T12:20:38Z Voxel 2 wikitext text/x-wiki This is how to build the Debian/Ubuntu package = Instructions = Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev make patch perl autoconf automake dh-make debhelper devscripts gnupg Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3 Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>' cd into the directory 'odamex-<version>' run dh_make -e your.email@address -f ../<name of the tarball you downloaded> remove the newly created debian/ and extract the skeleton into the directory if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory. run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/ you should have a .deb package up one directory if everything checked out right step 11: to rebuild without recompiling, run 'fakeroot debian/rules binary' bd1c630e65edf3a4e9a2fc2308191567bb084aa0 3168 2008-05-29T12:19:59Z Voxel 2 wikitext text/x-wiki Install all of the debian packaging utilities and the build environment utilities. Also make sure you have libsdl-dev,libsdl-mixer1.2-dev and wxgtk installed- sudo apt-get install dpkg-dev file gcc g++ libc6-dev This is how to build the Debian/Ubuntu package = Instructions = make patch perl autoconf automake dh-make debhelper devscripts gnupg Download the skeleton debian packaging at http://nuxified.org/odamex/odamex-0.<version>/skel.tar.gz Create a folder titled 'odamex-<version>'. Example: mkdir odamex-0.3 Grab a source tarball from http://odamex.net/ and place it in the same place as the directory 'odamex-<version>' cd into the directory 'odamex-<version>' run dh_make -e your.email@address -f ../<name of the tarball you downloaded> remove the newly created debian/ and extract the skeleton into the directory if the source code is not already in the directory with debian/, extract the tarball you downloaded inside the directory. run 'dpkg-buildpackage -rfakeroot' in the same directory with debian/ you should have a .deb package up one directory if everything checked out right step 11: to rebuild without recompiling, run 'fakeroot debian/rules binary' 911a764318a7606881c88fe8f9be6f257cd3a52b Debugger 0 1308 2676 2675 2007-01-12T01:08:18Z Manc 1 /* gdb */ Oops wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks. == Debuggers == === gdb === {{Wikipedia|gdb}} is the gnu debugger, available on just about all of the platforms for which odamex is supported. To start odamex with gdb, for example: <tt>gdb odamex</tt> You will be presented with a command line interface. From here, there are several things you can do: * '''set args <arguments>''' will set the program's arguments * '''run''' will execute the program * '''continue''' will resume the program in the event it is paused either automatically through the use of a breakpoint or by manually pausing with Ctrl+C * '''bt''' will get the stack trace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed. A knowledge of shell scripting or batch files might be useful to maintain a debugging environment. === Microsoft Visual C++ 6.0 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::blocks === Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information. === valgrind === [http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint. Start valgrind with: <tt>valgrind --leak-check=yes odamex</tt> The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! 9485cc0038807acb6e5fe40e1e57733698063233 2675 2553 2007-01-12T01:07:09Z Manc 1 /* gdb */ Minor grammatical fixes wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks. == Debuggers == === gdb === [[Wikipedia|gdb]] is the gnu debugger, available on just about all of the platforms for which odamex is supported. To start odamex with gdb, for example: <tt>gdb odamex</tt> You will be presented with a command line interface. From here, there are several things you can do: * '''set args <arguments>''' will set the program's arguments * '''run''' will execute the program * '''continue''' will resume the program in the event it is paused either automatically through the use of a breakpoint or by manually pausing with Ctrl+C * '''bt''' will get the stack trace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed. A knowledge of shell scripting or batch files might be useful to maintain a debugging environment. === Microsoft Visual C++ 6.0 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::blocks === Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information. === valgrind === [http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint. Start valgrind with: <tt>valgrind --leak-check=yes odamex</tt> The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! 2ed4674a72f8342327f0f18d6a70d261b86ea846 2553 2419 2006-11-10T00:57:24Z AlexMax 9 /* Debuggers */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. A debugger is a vital piece of software used in our software development process. It can be used to hunt down the how's and why's of crashes and odd behaviors in Odamex. Please note that if you are not running a release version of Odamex, it's a good idea to ALWAYS have a debugger attached to Odamex, just in case something breaks. == Debuggers == === gdb === gdb is the gnu debugger, avalable for pretty much all of the platforms odamex is supported on. To start odamex with gdb, for example: <tt>gdb odamex</tt> You will be presented with a command line interface. From here, there are several things you can do: * '''set args <arguments>''' will set the program's arguments * '''run''' will execute the program * '''continue''' will unpause the program in the event it is paused either programically through the use of a breakpoint or by manually pausing with Ctrl+C * '''bt''' will get the backtrace (callstack) of the program in the event of a crash. This is important, as it shows where exactly the program crashed. A knowledge of shell scripting or batch files might be useful to maintain a debugging environment. === Microsoft Visual C++ 6.0 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::blocks === Code::blocks makes use of gdb as its default debugger. See the article about gdb for more information. === valgrind === [http://valgrind.org/ Valgrind] isn't strictly a debugger, but it deserves a mention nontheless for its uncanny ability to sniff out memory management and threading bugs that would normally be rather difficult to pinpoint. Start valgrind with: <tt>valgrind --leak-check=yes odamex</tt> The console will be flooded with data, and Odamex should start up and run...very slowly. Do your testing as best you can, and when you quit, valgrind should summerize what suspicious activity it found. Refer to the [[http://valgrind.org/docs/manual/manual.html valgrind manual]] for information on how to interpert the errors it spits out. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! b2d160ae55d257709e2a6af758575c135eff815f 2419 1979 2006-10-24T19:35:22Z AlexMax 9 /* Code::Blocks */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === Start with '''gdb odamex'''. Use the following commands: * "run" start running * Ctrl-C to pause execution and get back to command console * "continue" to unpause * "bt" to get the backtrace (callstack) It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment. === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::Blocks === See the prior paragraph about gdb, because this is essentially what Code::Blocks uses. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! a210cfdcca045f2234764a263274c4243c94474f 1979 1975 2006-04-11T20:05:13Z 84.92.173.189 0 /* gdb */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === Start with '''gdb odamex'''. Use the following commands: * "run" start running * Ctrl-C to pause execution and get back to command console * "continue" to unpause * "bt" to get the backtrace (callstack) It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment. === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! f9ccba51231a5a9abf1517efb9a8af69fdbd1f5a 1975 1973 2006-04-11T19:48:30Z Voxel 2 /* VC6 */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === Start with '''./gdb odamex'''. Use the following commands: * "run" start running * Ctrl-C to pause execution and get back to command console * "continue" to unpause * "bt" to get the backtrace (callstack) It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment. === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. To get the callstack, use the menus (View->Debug Windows->Call Stack). === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! 17f74838052abdc93be65bcdd0c27ba9e634430d 1973 1823 2006-04-11T19:47:30Z Voxel 2 /* gdb */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === Start with '''./gdb odamex'''. Use the following commands: * "run" start running * Ctrl-C to pause execution and get back to command console * "continue" to unpause * "bt" to get the backtrace (callstack) It may help to learn more about gdb and shell scripting in order to maintain an automated crash-catching environment. === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! 94ab35ecd1f5ed8dad3264d9276422cfb9e9ad6f 1823 1822 2006-04-04T17:02:59Z Voxel 2 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! ba0e8182b7839933931c6dcc6b89a9e017a25d84 1822 1460 2006-04-04T17:02:45Z Voxel 2 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bugs|bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! __NOTOC__ __NOEDITSECTION__ b6590f2cd262abb979a6311585b546a8b569f5a6 1460 1459 2006-03-30T19:26:49Z Manc 1 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! __NOTOC__ __NOEDITSECTION__ cf00de5c6f6065de029ad57fc4155e552bcd27c4 1459 1458 2006-03-30T19:26:34Z Manc 1 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! __NOTOC__ __NOEDITSUBSECTION__ ebbbecc520c054c915436a4c5bda10f3b6523f73 1458 1456 2006-03-30T19:26:03Z Manc 1 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! __NOTOC__ f77b8b21ad21527c03f0d5879b2c190b006cfa60 1456 1385 2006-03-30T19:24:34Z Manc 1 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. === Code::Blocks === == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! bf5e8ad70b301283c90a79cc5938bafe74606515 1385 1384 2006-03-30T18:01:43Z Voxel 2 /* What to report */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs|bug]] about a [[crash]], be sure to include this! 3e04cab42bac47c0d4e664935372faaf45b83084 1384 1383 2006-03-30T18:01:32Z Voxel 2 /* What to report */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bug|bugs]] about a [[crash]], be sure to include this! 748d926e2e5e73d54f37f162ff7bf560c73bb562 1383 1382 2006-03-30T17:58:56Z Voxel 2 /* What to report */ wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bugs]] about a [[crash]], be sure to include this! 0b9b737d4a5a109e5bc91add7139db38ca00e9c3 1382 2006-03-30T17:58:35Z Voxel 2 wikitext text/x-wiki When a program crashes, you will typically get a crude and unhelpful message such as "Segmentation Fault" or "This program has performed an illegal operation". Reproducing a [[crash]] may be very difficult, and posting a [[bug]] related to such a crash is largely a waste of time. If a developer can't reproduce a crash, it cannot be fixed. To catch each and every crash, it is recommended that developers and testers always run odamex with a debugger. This is a piece of software that can 'catch' crashes and provide very useful developer information. == Debuggers == === gdb === === VC6 === Visual C++ has a built-in debugger. You must use the debug build for debugging to work. Use the debug menu to launch odamex in debug mode. If you have ran odamex from outside the debugger and it crashed, you can still attach the to the crashed process if you do not dismiss the crash dialog. == What to report == When odamex crashes, the first thing a developer wants to know from a debugger is where exactly it crashed. This is referred to as the "call stack" or "back trace". In gdb, you can type "bt" to get it. When you post a [[bug]] about a [[crash]], be sure to include this! 1a61418c73ffa854dee74e5f0a43cbae024ef44a Delban 0 1609 3214 2008-06-06T21:36:48Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#delban]][[Category:Server_commands]] 21cbcbeb36c7417c7b86b49901bf2a1352485e1a Delexception 0 1613 3218 2008-06-06T21:38:11Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#delexception]][[Category:Server_commands]] fa8eb541bd9c5435374875a7e8c99034482a2256 Delmaster 0 1645 3315 2008-08-06T20:16:47Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#masters]][[Category:Server commands]] 79523dd7698b2a0d1a931fc6da345ffa3629c965 Development Roadmap 0 1402 2060 2006-04-13T15:47:18Z Voxel 2 Development Roadmap moved to Development roadmap: decapitalise second word wikitext text/x-wiki #redirect [[Development roadmap]] 82f61a60b95fa4c7397db0097a2757be59c69ac7 Development roadmap 0 1380 3922 3334 2019-07-12T21:49:28Z Hekksy 139 This page is very out of date. Hoping to make it more close to the current standing wikitext text/x-wiki This section is a roadmap for planned and wanted features for Odamex. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. Patches are welcome to improve the Odamex project! === Completed === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * Capture The Flag game mode * Network compression * cvar overrides and server tags * GPL compatibility * Boom playable (some missing features) * Spectator support * Vanilla demo playback * Smooth prediction * Demo recording * Crash Reporting (Windows only) === Confirmed Future Improvements === * Voodoo doll support * Complete Boom support * Support for different fonts (console and in-game) * Demo retro compatibility with older versions / future versions * Survival game mode * Last Man Standing and Team LMS * PNG Support * UDMF Support === Proposed === * IPv6 support * In-game launcher * Both TCP(no-nagle) and UDP options * Console select/copy, buffer scroll up/down * [[accelerated software rendering]] * [[Multilingual Support]] * OpenGL rendering * Account system for player statistics * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * BIGFONT support * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] == See also == * [[Next release]] da4fee1fe59260f2639f72b76adbd162341317e4 3334 3333 2008-08-13T09:30:02Z Russell 4 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. === Completed === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * Capture The Flag game mode * Network compression * cvar overrides and server tags * GPL compatibility * Spectator support * Vanilla demo playback * Smooth prediction === In-progress === * Demo recording * Wallhack protection * Fully functional co-op gaming * Version notifier === Officially confirmed === * Crash reporting === Proposed === * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy, buffer scroll up/down * [[accelerated software rendering]] * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] == See also == * [[Next release]] 66ccbaa0d3ef6850c56a8b841207346705f2dca5 3333 3137 2008-08-13T06:10:40Z Ralphis 3 /* In-progress features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags * GPL compatibility * Spectators * Vanilla demo playback * Smooth prediction === In-progress features === * Demo recording * Wallhack protection * Fully functional co-op gaming * Version notifier * Crash reporting * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy, buffer scroll up/down * [[accelerated software rendering]] * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == See also == * [[Next release]] 8eec4edc234e69c64991e4c9c00668d70fbc5d7f 3137 2924 2008-05-18T17:21:52Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags * GPL compatibility * Spectators * Vanilla demo playback * Smooth prediction === In-progress features === * Demo recording * Wallhack protection * Fully functional co-op gaming * {{Bug|122}} * Version notifier * Crash reporting * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy, buffer scroll up/down * [[accelerated software rendering]] * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == See also == * [[Next release]] 3cbd1dcb46127c616b2bb90bbd50154b4423f7aa 2924 2903 2007-05-16T22:22:29Z Russell 4 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags * GPL compatibility === In-progress features === * Spectators * Demos * Wallhack protection * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all Beta 1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy, buffer scroll up/down * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. == See also == * [[Next release]] 19769cdcbc68665993e2f7ef039afef77886f958 2903 2902 2007-04-14T16:17:36Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags * GPL compatibility === In-progress features === * Spectators * Demos * Wallhack protection * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all Beta 1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. == See also == * [[Next release]] f8f5a9e8f9ba8dcf02ea078c6da956fc31673e5e 2902 2464 2007-04-14T16:16:41Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. This is a volunteer project. You, as a volunteer, make the decisions, this is merely a rough guide. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags * GPL compatibility === In-progress features === * Spectators * Demos * Wallhack protection * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all Beta 1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. c4c9c637436d9989f8efd9453d32fa41a423eb89 2464 2463 2006-10-30T13:05:09Z 64.62.190.251 0 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all Beta 1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * Console select/copy * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. d2c4b1c08cb766d9858445ba135ec58709dc2ea8 2463 2462 2006-10-30T13:04:31Z 64.62.190.251 0 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all Beta 1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 7648d48a1d46513d060cc5ce3ab7da43f8464a5b 2462 2461 2006-10-30T13:04:18Z 64.62.190.251 0 /* Proposed features for 1.0 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for Beta 2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. a67775f497717646919fe140ec1d552ba0427c44 2461 2460 2006-10-30T13:03:48Z 64.62.190.251 0 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Beta 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression * cvar overrides and server tags === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Beta 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier * Crash reporting * Global blacklist * IPv6 support * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once Beta 2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 153e910a31e5b13500a31c41e94e0d88617e24a9 2460 2459 2006-10-30T13:02:12Z 64.62.190.251 0 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF * Network compression === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * cvar overrides and server tags * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 05542d83fc28ae2c2a9936e8823568867c03acc4 2459 2357 2006-10-30T13:00:57Z 64.62.190.251 0 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility * CTF === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides and server tags * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 84659dd82edcb5f4209df6c3e5b3a4f792b1a7a0 2357 2277 2006-09-30T03:11:29Z Manc 1 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines, features and plans mentioned herein are not entirely set in stone and are subject to change at any time'''. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides and server tags * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. f71765a5970095299963201c51668a71f4e8aa79 2277 2084 2006-08-31T19:58:57Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides and server tags * Ingame launcher * Both TCP(no-nagle) and UDP options * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 511971ab079527e8b069876b6cba815c7cfb686d 2084 2083 2006-04-13T18:06:31Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides and server tags * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] * ... === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... === Proposed features for 1.2 === * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 05fcae8db927616a4b4c54b094f253421dbfd106 2083 2082 2006-04-13T18:05:27Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides and server tags * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 1c873587a52adc265302608bdc72324054b7908d 2082 2081 2006-04-13T18:04:24Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * Crash reporting * Global blacklist * IPv6 support * Network compression * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 34251b34c5cc1feb2c16bda13f6eb034eba88b31 2081 2080 2006-04-13T18:02:45Z Voxel 2 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 78ab0595be2b2a6bc71cd3636c6270665a0a6ee2 2080 2079 2006-04-13T18:01:21Z Voxel 2 /* Proposed features for 1.1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * Bots * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. f95e72a67059a22f143dfc317a70b65a8448a33a 2079 2078 2006-04-13T18:01:00Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 64c667887c586f561964c71cc81c7f125d64e79e 2078 2077 2006-04-13T18:00:49Z Voxel 2 /* In-progress features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * Fully functional co-op gaming * CTF * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. f0e52ae7294080b2ee6fc55e47002705638ad9b4 2077 2076 2006-04-13T17:59:57Z Voxel 2 /* In-progress features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * Smooth prediction * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 67e530578af9d9e91c13083fa51ef1f8f7fb4c6d 2076 2075 2006-04-13T17:59:22Z Voxel 2 /* Completed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Linux/OSX/BSD/Win32/SPARC compatibility === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. d2b54da10a6960e94003cfa053ec81aab34d7e76 2075 2074 2006-04-13T17:58:21Z Voxel 2 /* In-progress features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Multiplatform (Linux/OSX/BSD/Win32/SPARC) === In-progress features === * Spectators * Demos * Wallhack protection * GPL compatibility * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. a2a76798d18d4ae157e6f8e44858ddae5ce425fb 2074 2073 2006-04-13T17:56:54Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Completed features === * Console paste * WAD Switching * WAD Downloading * Multiplatform (Linux/OSX/BSD/Win32/SPARC) === In-progress features === * Spectators * Demos * Wallhack protection * {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. 2966ab795648fc776cda93084b74c01348d62b93 2073 2072 2006-04-13T17:54:43Z Voxel 2 /* Proposed features for 1.0 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional [[accelerated software rendering]] === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. f0e9ea31723da39dfd7455f289aa4494c6276c39 2072 2071 2006-04-13T17:53:34Z Voxel 2 /* Proposed features for 1.0 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation * Optional OpenGL accelerated software rendering === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. c2bbb40a849ac8b5ac148078f75df151e1d7d6e6 2071 2059 2006-04-13T17:52:52Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * [http://www.teamhellspawn.com/voxels.htm Voxel sprites] * ... == Beyond == Oh, here are the towels. a0e93fa99894f3f8df7a1b9857d1a7f101ebf281 2059 1902 2006-04-13T15:47:18Z Voxel 2 Development Roadmap moved to Development roadmap wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. db133d366aa20e53f7cddbc3a35e9cafd4ed4e8a 1902 1901 2006-04-07T04:00:46Z Voxel 2 /* Proposed features for 1.0 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === * Bugfixes for RC2, complete working implementation === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. db133d366aa20e53f7cddbc3a35e9cafd4ed4e8a 1901 1900 2006-04-07T04:00:23Z Voxel 2 /* Version 1.x */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features for 1.0 === === Proposed features for 1.1 === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. d3db9d34b0e123c64ba0fa845881278c124a765f 1900 1836 2006-04-07T03:59:49Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * Dual/Tri-head display support, like doom2.exe -left and -right commands * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. ffa9f2fd5694ca78abe495287e5e05cc4c271cd7 1836 1821 2006-04-05T01:59:46Z AlexMax 9 /* Beyond */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == Oh, here are the towels. 85fd49ac124c97c7ede4494d8d016541b582b5ac 1821 1820 2006-04-04T17:01:39Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == Version 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == Version 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == ... c942afc95ae5877bd82d0d509f491374bd495377 1820 1819 2006-04-04T17:01:00Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * Multiplatform (Linux/OSX/BSD/Win32/SPARC) * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == ... 6d4bbae7ef9c30ff4886122fb880222dae7b6500 1819 1818 2006-04-04T17:00:13Z Voxel 2 /* 2.x */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == 2.x == === Proposed features === * There was talk of using the prboom engine. * ... == Beyond == ... 4ebe1a703984b3afeb799879c2948fcee8d836a3 1818 1817 2006-04-04T16:58:56Z Voxel 2 /* Proposed features */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher * ... == 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == 2.x == There was talk of prboom. == Beyond == ... 3158c630a3437fd55b94d46f30bfe30c48fe711a 1817 1816 2006-04-04T16:58:43Z Voxel 2 /* Release Candidate 2 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. === Proposed features === * Stability for all RC1 features * Version notifier/updater * IPv6 support * Network compression * Bots * cvar overrides * Ingame launcher == 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == 2.x == There was talk of prboom. == Beyond == ... d16ebd68ac87acb8e7c302b35eb896a0362f8f14 1816 1815 2006-04-04T16:55:59Z Voxel 2 /* 1.x */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == This will be tracked by a bug once RC2 is out. === Proposed features === * [[Multilingual Support]] * ... == 2.x == There was talk of prboom. == Beyond == ... 5a34a2e1efb09003f627913d614d5241e359343a 1815 1814 2006-04-04T16:55:36Z Voxel 2 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} === Proposed features === * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == This will be tracked by a bug once RC2 is out. Proposed features include: * [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... 3b4d43bb25b33cf59449f5288045f9beffc61101 1814 1813 2006-04-04T16:55:09Z Voxel 2 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} Proposed features include: * Console paste * WAD Downloading * WAD Switching * Spectators * Demos * Wallhack protection * ... (see {{Bug|122}}) == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == This will be tracked by a bug once RC2 is out. Proposed features include: * [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... 8187089ac61bffdcbb5dc50dd2a616bad13eb97a 1813 1812 2006-04-04T16:52:20Z Voxel 2 /* 1.x */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == This will be tracked by a bug once RC2 is out. Proposed features include: * [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... b557a53841c47b2ee527dd0fa4d8468fd82071b1 1812 1811 2006-04-04T16:51:35Z Voxel 2 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... de0863921e5d3398fab3ae4580ad9763323faa23 1811 1810 2006-04-04T16:51:25Z Voxel 2 /* Release Candidate 1 */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}}. == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... 53af5e679cca239fb0268e3ffe02263098aa0a61 1810 1809 2006-04-04T16:50:47Z Voxel 2 /* 1.x */ wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == [[Multilingual Support]] == 2.x == There was talk of prboom. == Beyond == ... de0863921e5d3398fab3ae4580ad9763323faa23 1809 1800 2006-04-04T16:50:11Z Voxel 2 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline == Release Candidate 1 == This is tracked by {{Bug|122}} == Release Candidate 2 == This will be tracked by a bug once RC1 is out. == 1.x == == 2.x == There was talk of prboom. == Beyond == ... bf61a0f4f7f8e2ce5bab407c55b3752231e0c5a2 1800 1795 2006-04-04T16:36:42Z AlexMax 9 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. And obviously, the further out you go, the less concrete the ideas are. In order of timeline [[Release Candidate 1]] [[Release Candidate 2]] [[Odamex 1.x Branch]] [[Beyond 1.x]] f298a9f29af8357f55dddf3642e7d015f4bcf8b0 1795 1792 2006-04-04T16:33:33Z Manc 1 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. In order of timeline [[Release Candidate 1]] [[Release Candidate 2]] [[Odamex 1.x Branch]] [[Beyond 1.x]] e3378f9b870fb82179ca04d22889a1659fe203b8 1792 1791 2006-04-04T16:30:57Z Manc 1 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. In order of timeline [[Release Canadate 1]] [[Release Canadate 2]] [[Odamex 1.x Branch]] [[Beyond 1.x]] e150e1e759be3fb86ffd6ad24140f57946937343 1791 1790 2006-04-04T16:27:50Z Manc 1 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''The timelines and plans mentioned here are not entirely set in stone and are subject to change at any time'''. In order of timeline [[Release Canadate 1]] [[Release Canadate 2]] [[Odamex 1.x]] [[The Future of Odamex]] f72eb49f096492971460d141a071222974c58196 1790 1786 2006-04-04T16:24:45Z Manc 1 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''. In order of timeline [[Release Canadate 1]] [[Release Canadate 2]] [[Odamex 1.x]] [[The Future of Odamex]] 9df446d9c08654a143981d75e125bb5c7f9b5275 1786 1785 2006-04-04T16:00:37Z AlexMax 9 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''. In order of timeline [[Release Canadate 1 Plans]] [[Odamex 1.0 Plans]] [[Long Term Plans]] 0b4cf6aa4edded8f3b77e12012f627917daac87d 1785 2006-04-04T16:00:18Z AlexMax 9 wikitext text/x-wiki This section is a roadmap of Odamex, things that should be in at different times. '''These are by no means accurate and are subject to change at any time'''. In order of [[Release Canadate 1 Plans]] [[Odamex 1.0 Plans]] [[Long Term Plans]] f71aa310a7e2e27f70980be46346f969693f53e6 Disconnect 0 1425 2159 2006-04-16T04:41:07Z Ralphis 3 wikitext text/x-wiki ===disconnect=== This command is used for disconnecting from any server. Use the [[reconnect]] command to reconnect to the server you were just playing on or the [[connect]] command to connect to a new server. ''Ex. If you wanted to disconnect from a server you would type the console command '''disconnect'''. This will disconnect you from any server.'' [[Category:Client_commands]] e86431ac28d50d41d0975e538bcad0972c6d9947 Discord 0 1832 3873 3872 2019-01-05T05:16:22Z HeX9109 64 /* What happens if a rule is broken? */ wikitext text/x-wiki ==What is Discord?== Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers. The Discord client can be found on the Discord web site: https://discordapp.com Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v ==What are the rules of the Odamex Discord?== For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited. * In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Clan related activity should be moved to an appropriate channel/network. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Temporary short ban * Permanent / elongated ban ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. e09961c28e180a6ec9751bad1460ae98c956c421 3872 3871 2019-01-05T05:15:05Z HeX9109 64 /* What are the rules of the Odamex Discord? */ wikitext text/x-wiki ==What is Discord?== Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers. The Discord client can be found on the Discord web site: https://discordapp.com Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v ==What are the rules of the Odamex Discord?== For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited. * In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Clan related activity should be moved to an appropriate channel/network. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. *Temporary short ban *Permanent / elongated ban ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. f710224e5e5a6cf12ef924ca4aac7fa16aaaf4c9 3871 3870 2019-01-05T05:12:39Z HeX9109 64 /* What are the rules of the Odamex Discord? */ wikitext text/x-wiki ==What is Discord?== Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers. The Discord client can be found on the Discord web site: https://discordapp.com Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v ==What are the rules of the Odamex Discord?== For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited. In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Clan related activity should be moved to an appropriate channel/network. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. *Temporary short ban *Permanent / elongated ban ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. fbc72ae4b2d4d02ee446ae1e71eeca875dec0ef6 3870 3869 2019-01-05T05:12:21Z HeX9109 64 /* What are the rules of the Odamex Discord? */ wikitext text/x-wiki ==What is Discord?== Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers. The Discord client can be found on the Discord web site: https://discordapp.com Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v ==What are the rules of the Odamex Discord?== For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Clan related activity should be moved to an appropriate channel/network '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. *Temporary short ban *Permanent / elongated ban ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ee38cd79a85bda796e48fbab2264f8c14ded006d 3869 2019-01-05T05:11:53Z HeX9109 64 Modified the IRC rules to match discord wikitext text/x-wiki ==What is Discord?== Discord is a proprietary freeware VoIP application and digital distribution platform designed for video gaming communities, that specializes in text, image, video and audio communication between users in a chat channel. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers. The Discord client can be found on the Discord web site: https://discordapp.com Discord can also be launched from a web browser, and the Odamex discord can be accessed here: https://discord.gg/npkY78v ==What are the rules of the Odamex Discord?== For any basic service provided by anyone, some rules must be followed, and these are the ones for the Odamex Discord. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Clan related activity should be moved to an appropriate channel/network '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. *Temporary short ban *Permanent / elongated ban ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved community member, you will rarely run into problems. In a nutshell, please just be a good Discord citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. 36e973535c36e563ea93952e50ba77f474076801 Displaymouse 0 1532 2831 2007-02-01T00:11:00Z AlexMax 9 wikitext text/x-wiki ===displaymouse=== 0: Disable console display of mouse range of movement.<br> 1: Enable console display of mouse range of movement.<br> This is a variable which can be potentially useful for examining your mouse usage. It prints a number to the console every tic which shows how many units you have moved the mouse left (negative) or right (positive) that tic. [[Category:Client_variables]] 27d232ca2038cfe4f9d3ac169c6c9d2ebc72b9bb Editing 0 1501 3780 2738 2013-12-13T04:53:28Z HeX9109 64 wikitext text/x-wiki Odamex provides 4 sets of editing features: * Doom standard map format * Boom map format * Internal support for DEH (Dehacked) and BEX (Boom EXtension) patches, using the DEHACKED lump for either * ZDoom (Doom in Hexen map format) for mods that use ACS. These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format) CTF maps can be made using a the Doom Builder configuration file, available in the links section below. == External links == [http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file] [http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials] 7ce3be1a47e13566074ff96157493ad5b62b62d2 2738 2671 2007-01-20T06:07:14Z Russell 4 wikitext text/x-wiki Odamex provides 3 sets of editing features: * Doom standard map format * Boom map format * Internal support for DEH (Dehacked) and BEX (Boom EXtension) patches, using the DEHACKED lump for either These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format) CTF maps can be made using a the Doom Builder configuration file, available in the links section below. == External links == [http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file] [http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials] 45a519ab81029a86afa834e73d3c6abc9d8b9d23 2671 2670 2007-01-12T00:51:42Z Manc 1 /* External links */ wikitext text/x-wiki Odamex provides 2 sets of editing features: * Doom standard map format * Boom map format These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format) == External links == [http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file] [http://drsleep.newdoom.com/tutor1.shtml Dr Sleep's Doom Editing Tutorials] 11fe38c92feb38aaa82db2a73bbd56e2abf73dae 2670 2007-01-12T00:46:02Z Russell 4 wikitext text/x-wiki Odamex provides 2 sets of editing features: * Doom standard map format * Boom map format These will provide you with all the editing capabilities for odamex and most other source ports aswell (ones that support the Boom map format) == External links == [http://odamex.net/docs/Boom_CTF.cfg Doom Builder BOOM configuration file] [http://drsleep.newdoom.com/tutor1.shtml Dr Sleeps Doom editing tutorials] c6951731a99592a22c9e53b3e9c220cd9b6eeabf Ending Games 0 1627 3601 3422 2012-02-04T22:50:26Z Ralphis 3 add sv_intermissionlimit wikitext text/x-wiki Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]]. ===fraglimit=== Usage: '''sv_fraglimit (#)''' Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced. ===timelimit=== Usage: '''sv_timelimit (#)''' Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced. ===scorelimit=== Usage: '''sv_scorelimit (#)''' Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached. In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags. If set to 0, no scorelimit is enforced. ==Other Useful Map Related Commands/CVARs== ===allowexit=== Usage: '''sv_allowexit (0-1)''' If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists. ===fragexitswitch=== Usage: '''sv_fragexitswitch (0-1)''' If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind. ===intermissionlimit=== Usage: '''sv_intermissionlimit (#)''' Server controlled intermission timer. Time is measured in seconds. The variable defaults to 10 seconds and does not display in coop. 6befbcb325d47ebda27ef7a5ebd787ad6e30c02e 3422 3348 2010-08-06T04:12:03Z Ralphis 3 wikitext text/x-wiki Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]]. ===fraglimit=== Usage: '''sv_fraglimit (#)''' Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced. ===timelimit=== Usage: '''sv_timelimit (#)''' Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced. ===scorelimit=== Usage: '''sv_scorelimit (#)''' Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached. In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags. If set to 0, no scorelimit is enforced. ==Other Useful Map Related Commands/CVARs== ===allowexit=== Usage: '''sv_allowexit (0-1)''' If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists. ===fragexitswitch=== Usage: '''sv_fragexitswitch (0-1)''' If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind. 2d753818490a51afdfc07c5898fb1abd3e796653 3348 3282 2008-09-03T08:52:35Z Ralphis 3 wikitext text/x-wiki Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]]. ===fraglimit=== Usage: '''fraglimit (#)''' Ends a game when the specified number of frags is reached. If set to 0, no fraglimit is enforced. ===timelimit=== Usage: '''timelimit (#)''' Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. If set to 0, no timelimit is enforced. ===scorelimit=== Usage: '''scorelimit (#)''' Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached. In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags. If set to 0, no scorelimit is enforced. ==Other Useful Map Related Commands/CVARs== ===allowexit=== Usage: '''allowexit (0-1)''' If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists. ===fragexitswitch=== Usage: '''fragexitswitch (0-1)''' If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind. 1c46f1c3c03baa907f489baee693bc5b3ef7bd97 3282 3276 2008-08-06T17:10:45Z Ralphis 3 Added link to map_list wikitext text/x-wiki Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. All of these variables are useful when creating a [[Map List]]. ===fraglimit=== Usage: '''fraglimit (#)''' Ends a game when the specified number of frags is reached. ===timelimit=== Usage: '''timelimit (#)''' Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. ===scorelimit=== Usage: '''scorelimit (#)''' Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached. In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags. ==Other Useful Map Related Commands/CVARs== ===allowexit=== Usage: '''allowexit (0-1)''' If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists. ===fragexitswitch=== Usage: '''fragexitswitch (0-1)''' If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind. 4c07e3e9babdd9a17d293313dc126d223fc61bcc 3276 2008-08-06T17:04:46Z Ralphis 3 wikitext text/x-wiki Unlike the original Doom games where the only way to exit or end a stage was to press the exit switch, Odamex server operators can utilize more modern methods of ending games if they choose. ===fraglimit=== Usage: '''fraglimit (#)''' Ends a game when the specified number of frags is reached. ===timelimit=== Usage: '''timelimit (#)''' Ends a game after the server has been on a map after a specified period of time. Time is measured in minutes. ===scorelimit=== Usage: '''scorelimit (#)''' Typically used for Capture the Flag and Team Deathmatch. Ends a game when the specified score is reached. In Capture the Flag mode, the score is calculated by flags captured. In Team Deathmatch, the score is calculated by a team's combined frags. ==Other Useful Map Related Commands/CVARs== ===allowexit=== Usage: '''allowexit (0-1)''' If enabled, this [[cvar]] will allow clients to exit the map using an exit switch at any time. An exit by a player will send the server to the [[nextmap]] if a map list exists. ===fragexitswitch=== Usage: '''fragexitswitch (0-1)''' If enabled, this [[cvar]] will automatically kill any player who tries to use the exit switch during a game. Some modern wads have been designed with this type of behavior in mind. 35be89b1f0229b848d115c233efb6f7966ed175f Exceptionlist 0 1614 3219 2008-06-06T21:38:30Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#exceptionlist]][[Category:Server_commands]] 78434a36a021968c1d41c6a6578ecc6f9b72ab77 Exploit 0 1303 2666 1346 2007-01-09T21:54:17Z Ralphis 3 wikitext text/x-wiki {{stub}} An exploit is use of a program do something it was not meant to do. It usually refers to a piece of code that makes use of a [[vulnerability]] in the source code. 20e6dbfe8cfe6ad30e2c11da7520bc5ea3567ace 1346 2006-03-29T13:51:07Z Voxel 2 wikitext text/x-wiki An exploit is use of a program do something it was not meant to do. It usually refers to a piece of code that makes use of a [[vulnerability]] in the source code. bc29801f0a86006a62aa34bbacd83c81d447ceb4 FAQ 0 1573 3023 2008-04-25T03:44:15Z Russell 4 FAQ moved to Frequently Asked Questions: Some people are stupid and don't know what this is, looks better on the front page anyway wikitext text/x-wiki #redirect [[Frequently Asked Questions]] c769328d611498fa566ff1adbb10351d3ca37ced Fixed-point 0 1824 3743 2012-08-11T16:32:28Z AlexMax 9 Created page with "Doom was created when floating-point operations were considered expensive. Thus, it uses a <code>fixed_t</code> when dealing with numbers with fractional parts. A <code>fixe..." wikitext text/x-wiki Doom was created when floating-point operations were considered expensive. Thus, it uses a <code>fixed_t</code> when dealing with numbers with fractional parts. A <code>fixed_t</code> is actually just a normal 32-bit <code>int</code>, but using the <code>fixed_t</code> type more clearly signifies intent. == Conversion == So how do you represent a fraction with a type that is designed for storing whole numbers? You simply use the first 16 bits for representing the whole part of the number, and the other 16 bits for representing the fraction. Thus, to convert an integer to a fixed-point representation, you simply shift left by 16. Doom has a handy constant for this called <code>FRACBITS</code>, so it ends up looking like <code>fixed_number << FRACBITS</code>. If you want to get the whole number out of the <code>fixed_t</code> value, you simply shift right by 16 (<code>fixed_number >> FRACBITS</code>). If you want the fractional part out of the <code>fixed_t</code> for some reason, you simply mask it out by doing a logical AND against the first four bits (<code>fixed_num & 0xFFFF</code>). Of course, sometimes you have a floating point number that you need to convert to a <code>fixed_t</code> and vice-versa. Doom has two handy macros for converting back and forth, <code>FLOAT2FIXED</code> and <code>FIXED2FLOAT</code>. If you need the number 1 in a fixed-point representation, you don't need to derive it yourself. Doom already has the number 1 as a fixed-point constant, <code>FRACUNIT</code>. == Arithmatic == Before you proceed, a word of warning. Fixed-point arithmetic only has 16-points of whole number precision (−32,768 to 32,767), so it is '''much''' easier to overflow than a normal numeric or floating point type. If you need bigger numbers, you're likely better off using something else. To add or subtract two fixed-point numbers, simply use a normal addition or subtraction operator. Multiplication is a little tricky. If you want to multiply a fixed-point number by an integer, simply use a normal multiplication operator. However, if you want to multiply or divide two fixed-point numbers, Doom has two purpose-built functions for that purpose: <code>FixedMul</code> and <code>FixedDiv</code>. Both of these are very easy to overflow, so be careful. a1a5873851970e256f124caed89378a19f246b95 Fly 0 1443 2188 2006-04-16T05:11:35Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===fly=== Allows the player to become weightless in game. [[Category:Client_commands]] 97cc08b20b802d7e2d17948014155988cdb77dc9 Forcenextmap 0 1586 3162 3124 2008-05-28T23:16:53Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#forcenextmap]][[Category:Server_commands]] 3f059430ede6546ba5731e465c0860683f434eba 3124 2008-05-13T00:18:37Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#forcenextmap]] [[Category:Server_commands]] 0cfa5129834c4e527c469402be60802183a5b69f Forums 0 1485 2604 2006-11-16T16:23:09Z Manc 1 Forums moved to Message Boards: We refer to them as boards/message boards elsewhere. wikitext text/x-wiki #redirect [[Message Boards]] 2f982f97f9a929297f99ebe1d5d052497bc2cf48 Fov 0 1341 1840 1839 2006-04-06T21:28:09Z Manc 1 wikitext text/x-wiki {{Cheats}} ===fov=== Sets the view angle of the client. Default is 90 [[Category:Client_commands]] __NOEDITSECTION__ aa7908b68557c5ce748d67f76055e82d6c2ae9bd 1839 1838 2006-04-06T21:27:16Z Manc 1 wikitext text/x-wiki {{Cheats}} ===fov=== Sets the view angle of the client. Default is 90 [[Category:Client_commands]] __NOEDITSECTION__ 7a9442bd87c62ac6d539438169cadedbf2a2380c 1838 1765 2006-04-06T21:25:21Z Manc 1 /* fov */ wikitext text/x-wiki {{Cheats}} '''fov''' Sets the view angle of the client. Default is 90 [[Category:Client_commands]] 14865acc97b6f8349f61d9d7dcc7323b93635d3d 1765 1690 2006-04-03T19:21:33Z AlexMax 9 wikitext text/x-wiki {{Cheats}} ===fov=== Sets the view angle of the client. Default is 90 [[Category:Client_commands]] 756eda0c748ea0f2f06e9bb3e73a5d8786097d9d 1690 1605 2006-03-31T06:46:09Z Voxel 2 wikitext text/x-wiki {{Cheats}} Sets the view angle of the client. Default is 90 [[Category:Client_commands]] b75d248cdd33c89f8a98dc9105530f4c8aab37f3 1605 1588 2006-03-30T22:31:30Z Voxel 2 wikitext text/x-wiki {{Cheats}} Sets the view angle of the client. Default is 90 [[Category:Client commands]] 3e0b08577890e0513f459e3d5e5117c013a24d9f 1588 1587 2006-03-30T22:22:55Z Voxel 2 wikitext text/x-wiki {{cheat}} Sets the view angle of the client. Default is 90 [[Category:Client commands]] 8629da89f5ddd7b47f8953297c66946a06f004f9 1587 1586 2006-03-30T22:17:00Z Voxel 2 wikitext text/x-wiki Sets the view angle of the client. Default is 90 [[Category:Client commands]] cdd6c986605a863b6787e91c483e83dab4cc222a 1586 2006-03-30T22:16:14Z Voxel 2 wikitext text/x-wiki Sets the view angle of the client. Default: 90. [[Category:Client commands]] 568ab138aa43a7dd51c713bf8095d0b5a7d37691 FrameHenshaw176 0 1795 3694 2012-07-11T17:43:29Z 188.167.53.80 0 Created page with "<h1>SEO London</h1> Online visibility is a have to for organization good results. You have to be identified on search engines and even heard and those which are thriving do s..." wikitext text/x-wiki <h1>SEO London</h1> Online visibility is a have to for organization good results. You have to be identified on search engines and even heard and those which are thriving do so considering they are focussed on being visible. [http://hexaseo.co.uk seo london] Profile, advertising and marketing and advertising have undergone radical alter because the evolution of the web based. When people look for a item or service, the web based is the 1st place they go and this need to be your initially port of call you turn to for those who need to have individuals to see who you might be as well as the merchandise you deliver. Search engine optimisation (SEO) is the process of becoming high rankings on search engines and at this time constitutes an certainly fundamental portion of home business development, in spite of what your enterprise does. Such points very easily cannot be dismissed. If you want to uncover to the most beneficial then you need to embrace SEO and be located on the search engines. SEO can seem daunting and a great many definitely calls for a solid understanding and mostly it really is some thing preferred left at the capable hands of a expert SEO agency. Professional agencies specialise in SEO and their results are a very good example of what might be carried out by letting specialists do what they do perfect. SEO just isn't pricey for the services obtainable. SEO is usually a solid investment than a small business price considering ongoing SEO has long terms positive aspects and is usually regarded as an asset rather than a be concerned. Many businesses profit from the speed of implementation a expert SEO can present. Professional agencies find out their customers and who their target audience is and tailor their SEO campaigns to suit. The results they obtain are exceptional, top to much improved Google rankings, web links, business enquiries and eventually, orders. [http://hexaseo.co.uk seo london] There are huge numbers of buyers offered who could be interested in what you have to supply. With SEO you can actually attract them and your home business will be transformed with assist from the authorities. Moving upwards in Getting a top ranking on Google being significantly more sales, it really is as simple as that. The world of search engine optimisation has been accelerating at fairly a pace. In terms of the amount of cash spent on the marketing channel, budgets have gone by way of the roof and, despite a recent slowdown, growth is yet in double figures. But the way an SEO Company handles both of its clients' person search engine marketing and advertising techniques has as well remained in a continuous state of flux. [http://hexaseo.co.uk seo london] With Google, and other best search engine optimisation businesses, vying to make their service a lot more useable to the average on the web user at the same time as boosting security and reducing spamming issues, SE optimisation approaches have come to be increasingly complex. Getting to the best of Google is as challenging - if not significantly more challenging - as it ever was and consulting having a professional seo consultant can offer you providers the edge they want over their competitors. ca0ad54a9def8e9dda1b716dd7357bf9973bb43a Frequently Asked Questions 0 1321 3945 3944 2019-12-27T20:24:24Z Hekksy 139 Added Discord information and updated the URL for Doom1.wad since the old one was no longer in service wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). === Where is the best place to get help with Odamex fast? === If our wiki does not answer your questions, the best place to ask for help is our [[Discord]] server. Many users are online that are willing to help within minutes. After that would of course be our [[Message Boards]]. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|class="table table-inverse table-striped" |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.12.1 |style="color:#44FF66"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 9377d399e7f43e01f620af0c1092b3b84022123e 3944 3864 2019-12-27T20:20:48Z Hekksy 139 /* What data files are required? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|class="table table-inverse table-striped" |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.12.1 |style="color:#44FF66"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [https://doomwiki.org/wiki/DOOM1.WAD Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 605e7ca5f69aafe54c56fdcff87f0d2373b40a40 3864 3815 2018-05-01T21:19:41Z HeX9109 64 /* What data files are required? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|class="table table-inverse table-striped" |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.11.3 |style="color:#44FF66"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 5cea8bc93ae8d67c73e12a8ee00783323da19412 3815 3814 2015-01-27T02:41:03Z Manc 1 /* What data files are required? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|class="table table-inverse table-striped" |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:#44FF66"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 3f2bed2dbce7fa4a0ee1b4fbb29d066892ed3619 3814 3779 2015-01-27T02:38:40Z Manc 1 /* What data files are required? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|class="table table-inverse table-striped" |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 46af6a28c85c7719358094cb6ac61dedf1e3f02b 3779 3778 2013-12-13T04:51:35Z HeX9109 64 /* Playability */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. Additionally, the default mouse settings match that of the original exe. However the option for ZDoom mouse options is also present. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). Widescreen support, uncapped framerate, and limited ZDoom 1.23 support are also optional features. === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 46d9cfc9b59e40e90a467af36876bdb797de8b70 3778 3777 2013-12-13T04:48:15Z HeX9109 64 /* What platforms can Odamex run on? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (8, 7, Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris ====CONSOLE==== Microsoft XBox If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 4278744f7e952d9eb56c5e1b5a3c021427587779 3777 3250 2013-12-13T04:46:54Z HeX9109 64 /* Will Odamex support advanced features? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience a0d6169b4de9dd76f55599947237ea69b98643fd 3250 3176 2008-07-18T20:33:21Z Voxel 2 /* When will Odamex be released? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog.php changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 2ad3420a23dd1ef5b344afdc4ff1e681e190dc76 3176 3175 2008-06-01T12:02:13Z Voxel 2 /* How do I record and/or playback Demo files? */ wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === See the [[recordvanilla]] console command == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 4a5fb9febfb8fcd6c4c630c98586657010f51707 3175 3037 2008-06-01T10:39:11Z Ralphis 3 freedoom is now .6.2 wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.6.2 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 077958e8b47b17d2effc30d52216a37db3658c48 3037 3022 2008-05-05T04:48:46Z Russell 4 wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server administrator. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortunately, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - regardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 0e0542fe199e498efb143258d24fd57425dd93c7 3022 2986 2008-04-25T03:44:15Z Russell 4 FAQ moved to Frequently Asked Questions wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience ceb3c40be9f5147d72000c3eadc338d03a6e6955 2986 2984 2008-01-14T06:02:10Z Russell 4 wrong, this better? wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in development, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience ceb3c40be9f5147d72000c3eadc338d03a6e6955 2984 2964 2008-01-14T05:56:52Z Russell 4 sp wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necessarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 2cbad41c04120e812f52744838e36ab021037714 2964 2962 2007-11-23T22:32:27Z Manc 1 Tell people how to submit faq suggestions wikitext text/x-wiki Do you have a question you feel is worthy of the FAQ? Send a private message to [http://odamex.net/boards/index.php?action=pm;sa=send;u=1 Manc] with your question (and answer if you have it). == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience dd354898ed71728d0087e70b1e8caa86cebc4027 2962 2888 2007-11-08T05:07:56Z Ralphis 3 /* Intel x86 */ added vista wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (Vista, XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 4b1da7904da691a25362ee4fbfb232504991a091 2888 2887 2007-04-05T20:48:24Z AlexMax 9 /* There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help us track down and fix these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 642d63f88fee3f2cb49495c2a5de510c6c119765 2887 2886 2007-04-05T20:47:47Z AlexMax 9 /* What's up with this? I can't connect to some of the servers! */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Movement seems to be jerky. Watching people move from one place to another is like watching a slideshow! === Pardon our mess. =) As Odamex is still in alpha, we are still working on the netcode, and trying to find the best combination of smooth gameplay, reliability and exploit prevention. However, as you can probably tell, it's not quite there yet. Rest assured, as Odamex's development continues, the quality of the netcode will continue to improve until it is considered acceptable. === There seems to be some weird behavior in general. Odamex acts funny/disconnects me unexpectedly/crashes/other bad things. === Bugs, unfortuniatly, are a real and present part of software development. Odamex is no exception. The good news, however, is that you - yes you - reguardless of software development or prior experience, can help track down these bugs. Please read the section on [[Bugs]] for more information on how you can help. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 9d454893e843f9f4d8232c84af7e1c340050b05a 2886 2816 2007-04-05T20:39:35Z AlexMax 9 wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === What's up with this? I can't connect to some of the servers! === Since Odamex is still in alpha stages, updates to the codebase are frequent. There are some servers which are running out-of-date versions of Odamex, some that are running the latest public release of Odamex, and some that are running SVN versions of Odamex. We suggest that all servers and clients run the latest public (non-SVN) release of Odamex unless they are specificly marked as development servers. If you see someone running an older version, please contact the server maintainer. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience e09ac5a391fc4df110c2df31eae6572be7af9e18 2816 2801 2007-01-29T07:16:34Z AlexMax 9 /* Intel x86 */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Solaris * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 0bf7381b19257bee4590ee138a5792f8ca0b505b 2801 2524 2007-01-25T07:22:09Z AlexMax 9 /* What platforms can Odamex run on? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == ===What platforms can Odamex run on?=== Odamex has been tested and has been confirmed to compile and run on the following operating systems and chipsets: ====Intel x86==== * Windows NT family (XP, 2000, 2003) * Windows 9x family (98, 95, Me) * Linux * FreeBSD * OpenBSD * Mac OS X ====PowerPC==== * Mac OS X * Linux ====SPARC==== * Solaris If your operating system and chipset combination is not listed above, however, this does not necissarily mean that Odamex will not run on it. Odamex was designed with portability in mind, and it may very well run on your favorite system and we may not even know it. If you can get Odamex to compile and run on an operating system/chipset combination not listed here, please [[Credits | let us know]]. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience 8ffdc7774d7c24948e621e33d96f8d46735ab97e 2524 2523 2006-11-06T00:11:23Z EarthQuake 5 wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fulfilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fulfills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plain text === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience c50d8ee5b51d44cf12f3c2d01f2ced0ac49c52ba 2523 2516 2006-11-06T00:09:28Z EarthQuake 5 /* General Questions */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflicts, all Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience a2305df4d3ca537952540c705a5e70b70e467171 2516 2508 2006-11-05T18:24:31Z AlexMax 9 ralphis fails at placing questions wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). === How do I record and/or playback Demo files? === == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience de7f0f7dde898217e864bd657e712e45e74088f6 2508 2495 2006-11-05T02:49:41Z Ralphis 3 Added demo question wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience === How do I record and/or playback Demo files? == 688d20e436782a3ce7ba410c0d6ba3d7d78b3e2c 2495 2494 2006-11-03T12:05:46Z Voxel 2 /* I love enhanced gameplay and features. What does Odamex offer me? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it (see [[allowfreelook]] and [[allowjump]]). == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience d1f570343e722a6a802bb8e1128402f6da32c57a 2494 2493 2006-11-03T12:02:03Z Voxel 2 /* What does the name 'Odamex' mean? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer EXperience c0fcaf0008e96b4e03d209d815ebefdd7c30081f 2493 2492 2006-11-03T12:01:21Z Voxel 2 /* Security */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === * Multiple master support has been added to protect our network * All important communication paths have challenge/response spoof protection * [[rcon_password]] uses MD5 digest so that passwords are not sent in plaintext === How will cheaters be dealt with? === See the [[Cheating|cheating]] page. == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 68cfee52a8e357cc29648d06f9d6ad71a66e276b 2492 2491 2006-11-02T06:48:10Z Manc 1 /* What platforms can Odamex run on? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/2003/XP (both native and Cygwin) * Windows 9x/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 084048d02d434c5e6bc4081a2a948fce1a29736e 2491 2440 2006-11-02T06:45:32Z Manc 1 /* What data files are required? */ Add direct link to doom shareware wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." * [ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip Doom Shareware] - "The wad that started it all!" (v1.9) == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience efe247dcc2c4f95e4df9499dfcd3a14e1564749a 2440 2439 2006-10-27T16:00:30Z Ralphis 3 /* What does Odamex stand for? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does the name 'Odamex' mean? === The word Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 256178eecfa6201c1a92257179a15677e693297b 2439 2418 2006-10-27T15:58:59Z Ralphis 3 /* I love enhanced gameplay and features. What does Odamex offer me? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming on servers which allow it. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 9fbf1725edd7cc51c7e21f5778db05850b0fd030 2418 2417 2006-10-24T10:37:58Z Voxel 2 /* What data files are required? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience d12bce255af3d3e1d96da0b8cd70d0eda2da0f1b 2417 2416 2006-10-24T03:04:01Z Deathz0r 6 some more changes wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === With the default server configuration, Odamex offers a client/server multiplayer environment that closely emulates the standard gameplay mechanics created by id Software back in 1993 with the initial release of Doom. === I love enhanced gameplay and features. What does Odamex offer me? === Players who prefer an enhanced experience to Doom can play in teamplay modes, such as Team Deathmatch and Capture the Flag. They also have the option to jump and to use freelook to guide their vertical aiming. == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help by reporting [[bugs]] or by spreading the word around to your friends. If you are a programmer you can submit [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 4c4ad5f1f7fcc77f71aa098f74d1b481b591daef 2416 2415 2006-10-24T02:55:59Z Deathz0r 6 some changes wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 [[license]]. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love enhanced gameplay and features. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === There is currently no definitive date for a release. However, you can catch up on Odamex progress by reading the [[development roadmap]] and viewing the [http://odamex.net/changelog changelog]. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the word around! If you are a programmer you can release [[patches]] to the development team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience e74b1c89b1e31972844bcdd5afe13bf8c6432150 2415 2414 2006-10-24T02:47:41Z AlexMax 9 /* I love newschool gameplay. What does Odamex offer me? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love enhanced gameplay and features. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! If you are a programmer you can release patches to the dev team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 300e993aeefc62a9ba81839c41fb10b45bbe38bc 2414 2413 2006-10-24T02:47:01Z 216.164.140.220 0 /* I want to contribute to Odamex! What can I do to help? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! If you are a programmer you can release patches to the dev team for possible inclusion in the next revision. === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience e76cab22cd9039e3ca18986b4b3bfc1a4e5203f1 2413 2412 2006-10-24T02:42:14Z Anarkavre 11 wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full Boom compatibility and also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience fd0f3c6628e306aa29165245ed2f3ac9cd04c951 2412 2411 2006-10-24T02:40:25Z Anarkavre 11 /* Why Odamex? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly about this belief we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 3cfa8ae534807880bd4da949b2f353ae812fb552 2411 2410 2006-10-24T02:39:30Z Anarkavre 11 /* Why Odamex? */ wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better. Since we feel so strongly of this belief we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 9fd1d3597afcc7ac80a6235148b3cd27b063b908 2410 2408 2006-10-24T02:37:02Z Anarkavre 11 wikitext text/x-wiki == General Questions == === Why Odamex? === Odamex follows the philosophy of the free software movement. We feel that as a community we can make our software better and because of this fact we have chosen to release the Odamex source code under the GNU GPLv2 license. === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 1b00577035f4a62d6074f4262cc3cf0929f50098 2408 2407 2006-10-24T02:27:17Z Anarkavre 11 /* I want to contribute to Odamex! What can I do to help? */ wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience e850a24a52c085bb92da73a954c86e9e4289be9c 2407 2406 2006-10-24T02:26:42Z Anarkavre 11 /* I want to contribute to Odamex! What can I do to help? */ wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === There are many things you can do to contribute to Odamex. You could help squash [[Bugs]] or just spread the Odamex word around! === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 32625f8d0cb8f4a4f077da5bebf6e8d02ddb340e 2406 2405 2006-10-24T02:23:12Z Anarkavre 11 wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === See [[Bugs]] for more information. == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 0afef3059e31b725586a2be747e48817e0b4a73b 2405 2404 2006-10-24T02:22:14Z Anarkavre 11 /* When will Odamex be released? */ wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 31aa1f209415c39e1f4295f8d2e914105aa26485 2404 2403 2006-10-24T02:19:44Z Anarkavre 11 /* When will Odamex be released? */ wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no official date has been set for a release. === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience d9417688aee7159cd7409c0140263b8407ff2f41 2403 2402 2006-10-24T02:18:22Z Anarkavre 11 /* When will Odamex be released? */ wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === When it's done. No really, no accurate date has been currently set for a release. === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience efe3bed5e2037af4ba6c7563698442dca9b4f416 2402 2393 2006-10-24T02:11:24Z Anarkavre 11 wikitext text/x-wiki == General Questions == === Why Odamex? === === Will Odamex support advanced features? === That depends entirely on what you consider advanced features. Odamex strives for full boom compatibility and also has other enhancements over regular doom such as mouselook and jumping (which can both be turned off on the server level). Due to license conflictions all the Hexen source had to be removed or replaced. == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience dfac77de725e388d65da4e300576d48e2c9af280 2393 2392 2006-10-09T21:59:35Z 67.100.236.58 0 /* What does Odamex stand for? */ Add bit about it not actually being an acronym wikitext text/x-wiki == General Questions == === Why Odamex? === == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Odamex is not necessarily an acronym. It is not represented as such anywhere in the application or this website. However, it was originally thought of as such, so included below are some ideas of what it could be: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 7ab7609dd76abdafd68300905629bb87a87b7512 2392 2391 2006-10-09T21:58:32Z 67.100.236.58 0 /* What does Odamex stand for? */ Extension? No, Experience wikitext text/x-wiki == General Questions == === Why Odamex? === == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Experience 3e2f4caba1e3a3f37c2b8c7896723977f36bd089 2391 2390 2006-10-09T18:47:27Z AlexMax 9 wikitext text/x-wiki == General Questions == === Why Odamex? === == Requirements == === What platforms can Odamex run on? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP (both native and Cygwin) * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === Are there any set hardware requirements? === Not really. Given the software requirements being fufilled, Odamex has run on pretty much everything we've thrown at it. If you can find a hardware combination that fufills the software requirements but that Odamex will not run on, let us know. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Extension eaa511ad64debaaa3e3329239ad84981e778000f 2390 2387 2006-10-09T18:43:00Z AlexMax 9 wikitext text/x-wiki == General Questions == === Why Odamex? === == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playability == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === I am a veteran doom2.exe player. What does Odamex offer me? === === I love newschool gameplay. What does Odamex offer me? === == Security == === What is being done about the security of Odamex? === === How will cheaters be dealt with? === == Development == === When will Odamex be released? === === I want to contribute to Odamex! What can I do to help? === === I found a bug! What should I do? === == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Extension 12296d595a03f079e287c25fe6211978aad6af8e 2387 2290 2006-10-09T18:31:40Z 84.92.173.189 0 /* What data files are required? */ freedoom iwad is also named DOOM2.WAD wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Extension 35ee9adc03f2d27c8aa6707913e774fada174b97 2290 2289 2006-09-19T09:12:26Z Russell 4 wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The following are free to download and use: * [http://freedoom.sourceforge.net FreeDoom] - "The Freedoom project aims to create a complete Doom-based game which is Free Software." == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian * Online Doom Multiplayer Extension b5be7b3e6631e0c0987697374ef74908c248b0cb 2289 2029 2006-09-19T09:08:38Z Russell 4 wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solaris However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.4.1 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 44c0861725f71f10d29850c6f8074df38824b5c1 2029 2028 2006-04-12T12:02:57Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM2.WAD |Doom 2 |v1.9 |style="color:red"| commercial |- |DOOM.WAD |Ultimate Doom |v1.9 |style="color:red"| commercial |- |TNT.WAD |Final Doom |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |Final Doom |v1.9 |style="color:red"| commercial |- |DOOM1.WAD |Shareware Doom |v1.9 |style="color:orange"| shareware |- |FREEDOOM.WAD |FreeDoom |v0.4.1 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 5148ea933cedae6eead85e979bc2f7779b256f0a 2028 2027 2006-04-12T12:02:43Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM2.WAD |Doom 2 |v1.9 |style="color:red"| commercial |- |DOOM.WAD |Ultimate Doom |v1.9 |style="color:red"| commercial |- |TNT.WAD |Final Doom |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |Final Doom |v.19 |style="color:red"| commercial |- |DOOM1.WAD |Shareware Doom |v1.9 |style="color:orange"| shareware |- |FREEDOOM.WAD |FreeDoom |v0.4.1 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian c54402902a07b7084e1232cd8da477ac908ee212 2027 2002 2006-04-12T12:01:21Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM2.WAD |Doom 2 |v1.9 |style="color:red"| commercial |- |DOOM.WAD |Ultimate Doom |v1.9 |style="color:red"| commercial |- |TNT.WAD and EVOLUTION.WAD |Final Doom |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |Final Doom |??? |style="color:red"| commercial |- |DOOM1.WAD |Shareware Doom |v1.9 |style="color:orange"| shareware |- |FREEDOOM.WAD |FreeDoom |v0.4.1 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 4d3375f55d99de92432686ee04be57fae232fd3d 2002 2001 2006-04-12T00:03:56Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM2.WAD |Doom 2 |v1.9 |style="color:red"| commercial |- |DOOM.WAD |Ultimate Doom |v1.9 |style="color:red"| commercial |- |TNT.WAD and EVOLUTION.WAD |Final Doom |v1.9 |style="color:red"| commercial |- |DOOM1.WAD |Shareware Doom |v1.9 |style="color:orange"| shareware |- |FREEDOOM.WAD |FreeDoom |v0.4.1 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian cd52c8d38e33e1ee0a8b52a9dc64cfa1794282eb 2001 2000 2006-04-12T00:02:57Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Version !!Availability |- |DOOM2.WAD |v1.9 (Doom 2) |style="color:red"| commercial |- |DOOM.WAD |v1.9 (Ultimate Doom) |style="color:red"| commercial |- |TNT.WAD and EVOLUTION.WAD |v1.9 (Final Doom) |style="color:red"| commercial |- |DOOM1.WAD |v1.9 (Shareware Doom) |style="color:orange"| shareware |- |FREEDOOM.WAD |v0.4.1 (FreeDoom) |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 6a792e72b3eb33d9896f33151a5154ad0e4b6f25 2000 1999 2006-04-12T00:01:43Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Availability |- |DOOM2.WAD v1.9 (Doom 2) |style="color:red"| commercial |- |DOOM.WAD v1.9 (Ultimate Doom) |style="color:red"| commercial |- |TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) |style="color:red"| commercial |- |DOOM1.WAD v1.9 (Shareware Doom) |style="color:orange"| shareware |- |FREEDOOM.WAD v0.4.1 (FreeDoom) |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 984e3c54c6d88273b60fe1c35d4fb54d6d541ef6 1999 1998 2006-04-12T00:01:29Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Availability |- |DOOM2.WAD v1.9 (Doom 2) |style="color:red"| commercial |- |DOOM.WAD v1.9 (Ultimate Doom) |style="color:red"| commercial |- |TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) |style="color:red"| commercial |- |DOOM1.WAD v1.9 (Shareware Doom) |style="orange"| shareware |- |FREEDOOM.WAD v0.4.1 (FreeDoom) |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian d777e94680fc564833f35a8efa4b24b9be7659a4 1998 1997 2006-04-11T23:58:12Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- ! Resource !!Availability |- |DOOM2.WAD v1.9 (Doom 2) |color=orange commercial |- |DOOM.WAD v1.9 (Ultimate Doom) |color=orange |commercial |- |TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) |color=orange |commercial |- |DOOM1.WAD v1.9 (Shareware Doom) |color=yellow |shareware |- |FREEDOOM.WAD v0.4.1 (FreeDoom) |color=green |free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian f9a70240c731313ecb78f8bb672fbcd5e6491e4b 1997 1996 2006-04-11T23:55:09Z 83.67.16.209 0 /* What data files are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: {|border=1 |- |DOOM2.WAD v1.9 (Doom 2) |commercial |- |DOOM.WAD v1.9 (Ultimate Doom) |commercial |- |TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) |commercial |- |DOOM1.WAD v1.9 (Shareware Doom) |shareware |- |FREEDOOM.WAD v0.4.1 (FreeDoom) |free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistancies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 6d3bde16a1bede52bf6e25d5d56955617069e5e1 1996 1978 2006-04-11T22:09:33Z Ralphis 3 /* What does Odamex stand for? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. "<fraggle> oh, damn X!" * "Oh! Yes! Fur!" as read in Russian 16dc488153cf2c207729a2339d89ff7f286525ad 1978 1977 2006-04-11T19:53:32Z Voxel 2 /* What are the minimum operating system requirements? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. Check [[target platforms]] for the latest information. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. * "Oh! Yes! Fur!" as read in Russian 4c125214c29765268f713df7e9f2846a0d6e6a03 1977 1976 2006-04-11T19:52:36Z Voxel 2 /* What libraries are required? */ wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What libraries are required? === * SDL * SDL mixer === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. * "Oh! Yes! Fur!" as read in Russian bd906b092475241001d5563efb2169338c814259 1976 1969 2006-04-11T19:52:01Z Voxel 2 wikitext text/x-wiki == Requirements == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What libraries are required? === === What data files are required? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. == Playing == === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. == Misc == === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. * "Oh! Yes! Fur!" as read in Russian b1f020976af674b8793e4a0588da1edcb282359b 1969 1968 2006-04-11T19:38:15Z Voxel 2 /* What does Odamex stand for? */ wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === What does Odamex stand for? === Some suggestions of what it could mean follow: * What fraggle says when he is trying to get X working in Linux. * "Oh! Yes! Fur!" as read in Russian 6b0c31c5219b2e50dd9919b1dc46ce2763b8cfc5 1968 1967 2006-04-11T19:36:46Z Voxel 2 /* What are the minimum operating system requirements? */ wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile and run on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === What does Odamex stand for? === Some suggestions of what it could mean follow: *What fraggle says when he is trying to get X working in Linux. 7864506fb3a3f3c9407a80d28984c99eb7c7aac1 1967 1965 2006-04-11T19:33:22Z AlexMax 9 /* What does Odamex stand for? */ wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === What does Odamex stand for? === Some suggestions of what it could mean follow: *What fraggle says when he is trying to get X working in Linux. 9f662efce6054fe4310b3a6c898da771f2838037 1965 1954 2006-04-11T19:32:07Z AlexMax 9 wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === What does Odamex stand for? === Some suggestions of what it could mean follow: *Ogrish, Demonic Ass, Manifesting Excrement and Xenophobia *What fraggle says when he is trying to get X working in Linux. 71025e6a63b5ba11f69854357909811989ab3bc8 1954 1953 2006-04-11T14:02:39Z AlexMax 9 wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Help! Everyone moves too fast and I get killed within seconds! === Please read the article about [[gameplay]] for a short introduction to Doom's very unique style of Deathmatch. === Why can't I always win? === See {{Bug|1}} 971fb480c4638adfba92badd0c8221b010b48981 1953 1952 2006-04-11T14:00:07Z AlexMax 9 /* = */ wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === Why can't I always win? === See {{Bug|1}} e786edee8265badf12eec200f9c3aeedbb921449 1952 1951 2006-04-11T13:59:56Z AlexMax 9 /* Gameplay */ wikitext text/x-wiki === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipsets: * Intel/Advanced Micro Devices x86 * Apple/IBM/Motorola PowerPC * Sun SPARC However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What are the minimum operating system requirements? === Odamex has been tested and has been confirmed to compile on the following operating systems: * Windows 2000/XP * Windows 98/Me * Linux * FreeBSD * Mac OS X * Solairs However, as there are many different versions of these operating systems, the absolute minimum version requirements for each operating system have not yet been fully established. === What are the minimum Doom requirements? === Odamex requires a resource file from Doom or Doom 2 in order to play online. The most common resource files needed to play are: *DOOM2.WAD v1.9 (Doom 2) *DOOM.WAD v1.9 (Ultimate Doom) *TNT.WAD and EVOLUTION.WAD v1.9 (Final Doom) *DOOM1.WAD v1.9 (Shareware Doom) *FREEDOOM.WAD v0.4.1 (FreeDoom) The version number is important. There are several versions of most of these resource files floating around, and resources from one version will not work with another, so for consistansies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The first three resource files on the above list must be purchased. The last two resource files on the list are free to download and distribute. === What === Why can't I always win? === See {{Bug|1}} e5c332e4e97ea3365b91a193e678e5071458dab9 1951 1950 2006-04-11T13:35:47Z AlexMax 9 /* Why can't I always win? */ wikitext text/x-wiki == Gameplay == === What are the minimum hardware requirements? === Odamex is very flexible, and can run on any of the following chipset and operating system combinations: '''x86''' *Windows NT/2000/XP *Windows 95/98/Me *Linux *FreeBSD *Mac OS X (?) '''PPC''' *Linux *Mac OS X '''SPARC''' *Solaris Operating Environment However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === What === Why can't I always win? === See {{Bug|1}} f003480e1efaa3532401ed5e27347312e9269780 1950 1667 2006-04-11T13:34:51Z AlexMax 9 /* Why can't I always win? */ wikitext text/x-wiki == Gameplay == === What are the minimum system requirements? === Odamex is very flexible, and can run on any of the following chipset and operating system combinations: '''x86''' *Windows *Linux *FreeBSD *Mac OS X (?) '''PPC''' *Linux *Mac OS X '''SPARC''' *Solaris Operating Environment However, beyond this, there is no established 'minimum' hardware requirements that have been pinned down. If your computer is capable of running your operating system of choice comfortably, most likely Odamex will run just fine. === Why can't I always win? === See {{Bug|1}} 255234e4c48eafa5cd9e0c9a928da7dcbc74e8ba 1667 1449 2006-03-31T06:17:35Z Voxel 2 /* Why can't I always win? */ wikitext text/x-wiki == Gameplay == === Why can't I always win? === See {{Bug|1}} 1492c1db106434fa25fccd744c1b20dc8f3fd7c4 1449 1448 2006-03-30T19:14:30Z Voxel 2 wikitext text/x-wiki == Gameplay == === Why can't I always win? === See [[bugs|bug]] number [http://odamex.net/bugs/show_bug.cgi?id=1 1] 6e35da3eb532a807fe13c58fcd6f030ea4508377 1448 2006-03-30T19:13:56Z Voxel 2 wikitext text/x-wiki == Gameplay == === Why can't I win? === See [[bugs|bug]] number [http://odamex.net/bugs/show_bug.cgi?id=1 1] 576fd0e504f23bc5b58caf976f6a848aad006b16 Fullscreen 0 1529 2828 2007-01-31T21:43:43Z AlexMax 9 wikitext text/x-wiki ===fullscreen=== 0: Run Odamex in a window<br> 1: Run Odamex fullscreen<br> [[Category:Client_variables]] 08ea5dd767aed01f8f8edc161a7de3bb3891e455 GUI 0 1738 3597 3596 2012-01-02T17:55:05Z AlexMax 9 wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. === AGAR === You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library. Assuming that you've extracted SDL and Freetype to their own freestanding directory for use when compiling Odamex, this leaves you with either trying to get the configure to find the includes and libs where they sit on your filesystem, or simply recompiling and installing them directly into the MSYS environment so the configure script can find them easily. Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go. === Functionality === Right now it's not really functional. However, if you're nuts enough to have compiled my GUI branch, here are some cvars you might be interested in: * '''gui_toggle''' Toggles visibility of the GUI on and off (will be gone soon) * '''gui_doommenus''' If enabled, the classic Doom menus will appear if you press escape, and the GUI will only appear if you select "Options". If disabled, the classic doom menu will not show at all and you will immediately be thrust into the GUI when you press escape. (doesn't actually work yet) e60e15571da4645dbec6a908dd2c183bf4d4c295 3596 3595 2011-12-30T20:03:18Z AlexMax 9 wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. === AGAR === You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library. Assuming that you've extracted SDL and Freetype to their own freestanding directory for use when compiling Odamex, this leaves you with either trying to get the configure to find the includes and libs where they sit on your filesystem, or simply recompiling and installing them directly into the MSYS environment so the configure script can find them easily. Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go. ec193da39ec22f7a9382afec35e8b5270645ab80 3595 3594 2011-12-30T19:54:20Z AlexMax 9 /* AGAR */ wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. === AGAR === You need SDL and Freetype already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment. Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go. f29d2ed9698f911832c192f05f04e4073ecc26d4 3594 3593 2011-12-30T19:53:35Z AlexMax 9 /* Compiling */ wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. === AGAR === You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment. Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go. ca8c2f8ca6711c6d8cfcecfb9e649a6db78f0b35 3593 3592 2011-12-30T19:51:26Z AlexMax 9 wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32. === AGAR === You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS, since you have to set up SDL and Freetype again within the MSYS environment. Or you could skip all that and [http://dl.dropbox.com/u/1446507/odamex/agar-odamex.zip just download this] instead. Unzip it someplace, set the AGAR_DIR CMake variable to that place and you're good to go. a88f3b9a1694cce2b2dcf5580f056e9c433afa10 3592 3591 2011-12-30T19:26:14Z AlexMax 9 /* AGAR */ wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32. === AGAR === You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile AGAR, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> On Windows, you must use MSYS to compile this library, which complicates things if you're already got a working SDL set up elsewhere since you can't reference it from within MSYS. My advice? Use a pre-assembled AGAR include directory and library which I might provide a link for... b35ed9b4577e9fca79f8712d48306e74fcd0c768 3591 2011-12-30T18:41:22Z AlexMax 9 wikitext text/x-wiki Congratulations, you found my secret page concerning the Odamex GUI that I (AlexMax) is working on. Want to see the very latest progress? Check out [https://bitbucket.org/alexmax2742/odamex my repository] and switch to the odagui-hg branch. == Compiling == Compiling this is a bit harder than normal Odamex, much harder if you're on Windows. First off, you gotta have CMake to build it, because it's what I'm using. Next, in addition to SDL and SDL_Mixer, you also need to have AGAR and Freetype. On Windows, you also need pthreads-w32. === AGAR === You need SDL, Freetype and pthreads-w32 already installed and set up. You want the SVN release of AGAR, 1.4.1 is missing some important functionality that was added in trunk. [http://dev.hypertriton.com:8080/agar/trunk/ svn checkout this URL] To actually compile it, you need to run this command as your configure command: <code>./configure --without-jpeg --without-png --without-gl --entable-threads</code> f2564bacbaf52de27efaeb15f64c5187d917f65e Gamemode 0 1414 2131 2130 2006-04-14T22:03:54Z AlexMax 9 wikitext text/x-wiki ===gamemode=== Prints detailed information about the current game mode to the console. [[Category:Client_commands]] 2372c0c77e07f11f220683eb3b597a0657e551fc 2130 2006-04-14T22:03:43Z AlexMax 9 wikitext text/x-wiki ===serverinfo=== Prints detailed information about the current game mode to the console. [[Category:Client_commands]] 845d715e22744334d9c1b54a66b60a394b01d8eb Gameplay 0 1395 2854 2853 2007-02-16T04:15:59Z Nautilus 10 /* Straferunning */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, allowing you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user and can be dodged with reasonable ease from a distance. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. cbcae7c8ab9908edc162cd4e5ebd086df5f122b1 2853 2852 2007-02-16T04:15:30Z Nautilus 10 /* Plasma Rifle */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user and can be dodged with reasonable ease from a distance. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. 9504e05c83dd8b7c050b684f3b290298a720ea56 2852 2851 2007-02-16T04:14:29Z Nautilus 10 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are three other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with in any given map, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons that require their users to be as close as possible to another player to damage that player. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack is used; the power-up restores one's health to 100% and significantly boosts the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. 469f700c57b11fe3a2572602b42178e4719b6188 2851 2850 2007-02-16T04:12:31Z Nautilus 10 /* Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves itself a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. f5f24cc92484acae673d93e4bbd508dbe69dfc8c 2850 2849 2007-02-16T04:11:51Z Nautilus 10 /* Chaingun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat or chasing down a fast moving player, especially one armed with an SSG that, with its lengthy reload time, interrupts the opponent's responses. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, due to a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of depressing to fire the first accurate shots repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. 7f978d901ddd3149b99f04a39453e7a6ea28835e 2849 2848 2007-02-16T04:08:09Z Nautilus 10 /* Rocket Launcher */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can easily outrun a rocket that he had just fired, given enough space. Rockets, therefore, can be dodged with ease at long range. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, rendering it unsuitable for close encounters. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. f2c0794a5d8fe409363971edeb1622814dc1a3c3 2848 2847 2007-02-16T04:06:08Z Nautilus 10 /* BFG 9000 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy via a direct hit. After impact, a "cone" of invisible tracers is emitted from the position of the player towards the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantageous uses of the said tracers and the difficulty that can be experienced in dodging the tracers. This weapon is very often criticized for being overpowered and unfair by some, while others argue that this weapon is merely a necessary and original element of the game. For a fully detailed explanation of how the BFG works, please read: [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, dodging its projectile and "tracers" will be straightforward as using the arm will be. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. f13d9bda316ebc4dcc96b89d2c16027db9bbd4f8 2847 2702 2007-02-16T03:58:59Z Nautilus 10 /* Combat Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun," or abbreviated as the "''SSG''," has historically become a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes considerable time to reload, forcing one to wait and thus allowing other, ready players to take advantage of this. Furthermore, it becomes inaccurate past medium range due to its large spread, limiting its efficiency to close combat. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. 111005ee64648e9a648d4223495b3c5461e02e01 2702 2376 2007-01-18T21:25:50Z Zorro 22 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist to the point where one blow is enough to kill and 'gib' an opponent. 822265774b4640bb442d02da0dcfdd670886274b 2376 2375 2006-10-02T01:45:45Z Nautilus 10 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up, significantly boosting the damage dealt by the fist. 357212b738acdf5c4eacad2841e74e1dc97fb503 2375 2374 2006-10-02T01:44:56Z Nautilus 10 /* Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon, especially when compared to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people with at long ranges. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Rarely, a player, with a single shot, can kill an opponent who has 100% health and no armor. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. ee138516fc63ebb5a1a4da0dc5c63240fc514e5b 2374 2373 2006-10-02T01:41:31Z Nautilus 10 /* Plasma Rifle */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast-moving blue balls of plasma that can cause a considerable amount of damage, and is therefore one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range and medium-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user, making it somewhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. 467574a935f1584afbd8225314ad2ac95ef7209d 2373 2372 2006-10-02T01:39:51Z Nautilus 10 /* Chaingun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are perfectly dead-on, while subsequent shots are not, a phenomenon referred to as "''chaingun recoil''". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired repeatedly. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. 94390bb1f95df9caabbf68588030f68f3eefc5c5 2372 2371 2006-10-02T01:38:27Z Nautilus 10 /* Rocket Launcher */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it, so it's best for medium-range combat (can be easily dodged at long range). === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. aa4d663cda3d10c138a757af720c2a34af94623b 2371 2370 2006-10-02T01:37:21Z Nautilus 10 /* BFG 9000 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by less experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. d770f778ee9b78cb1e30228c5875f48a67a9813e 2370 2369 2006-10-02T01:36:57Z Nautilus 10 /* BFG 9000 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy with a direct hit. After impact, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. a716b84173b4609967d751b96fec77ae78d05410 2369 2368 2006-10-02T01:36:09Z Nautilus 10 /* Combat Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map. Because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, thus rendering it most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. ba9141d2f385b70cc797c2f49b53d189463f2361 2368 2367 2006-10-02T01:35:01Z Nautilus 10 /* Combat Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as the "''SSG''," is usually a highly abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, a well-placed shot can kill an opponent in one hit. However, it suffers from a major drawback; it takes a second or two to reload, forcing one to wait and allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. 04d47661f4d6cda9444feb5c2de799d1524a5fc9 2367 2242 2006-10-02T01:32:35Z Nautilus 10 /* Movement */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that, over time, became useful tactics that can provide an advantage over other players. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally (when you're only moving forth or backwards). This is a basic movement which, once you've played the game often, becomes a natural and effortless maneuver that you don't pay much conscious attention to. === SR50 === SR50 stands for "''straferun 50''," and is basically a variant of straferunning that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backward Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but, by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. cf010a3445866119aae9ddf2e40adc0d2471dd98 2242 2241 2006-05-16T01:36:47Z Manc 1 Altdeath and Deathmatch explained in their own articles wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. d87a1b48006f466736ae16d4cfb403238a72f322 2241 2219 2006-05-16T01:36:00Z 71.194.112.132 0 Remove controls - stating the obvious not necessary wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 00ea197dbcc489de1422520e7ef1f59b7b9487ec 2219 2213 2006-04-24T01:51:47Z EarthQuake 5 /* SR50 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a variant of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 11ebfc9096940953c664cf9b5347bc8ab1a4641d 2213 2212 2006-04-19T14:23:15Z EarthQuake 5 /* Plasma Rifle */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. The main disadvantage of the plasma rifle is that the projectiles can obstruct the view of the user making is somwhat difficult to see. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 20a4b40fc41e94f0b7378a3707492488e4d80c06 2212 2211 2006-04-19T14:19:27Z EarthQuake 5 /* Weapons */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Combat Shotgun === This is the most used weapon in Doom multiplayer. The combat shotgun, commonly referred to as the "super shotgun" or abbreviated as "SSG", is usually an abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload allowing other players to take advantage of this. It becomes inaccurate past medium range due to its large spread, and is thus most suitable for combat in closed, short-range areas. === BFG 9000 === The BFG9000 fires a large, green, and slow-moving projectile that can easily gib an enemy in a direct hit. After impact of this projectile, a "cone" of invisible tracers emit from the position of the player in the direction the player was facing after firing the BFG, regardless of the player's new position and orientation. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first two shots of the chaingun are the perfectly accurate, while subsequent shots are not, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. Although extremely rare, it is possible to kill an opponent at 100% health with no armor with only one shotgun round. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. e30c4675f82d59c7e3a6814992c25c3d97ff63e2 2211 2191 2006-04-19T14:05:44Z EarthQuake 5 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too slow to even consider using in a very practical sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 47c716b6f4451145c45a23ab66cd8d6cb4dcfe57 2191 2190 2006-04-16T05:16:11Z Ralphis 3 /* BFG 9000 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair by lesser experienced players, however in a classic 1-on-1 game this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider using in a very practicle sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 4292ba011e70a5e3f4c77bd6bf3d53fa33e2df4d 2190 2097 2006-04-16T05:14:34Z Ralphis 3 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider using in a very practicle sense. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 4e68f12884ffafe450ff5f55ca104a7ab0de1352 2097 1995 2006-04-14T04:13:40Z EarthQuake 5 /* Items */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine (although Odamex supports other item configurations). === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. 04089dba792e5a33b334cff4f6996c93805dc2aa 1995 1994 2006-04-11T22:01:43Z Nautilus 10 /* Items */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other popular deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapons stay and item respawn enabled. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been implemented. 7bd35aa5393df8e3bdc788898bd91bc44edcf667 1994 1993 2006-04-11T22:00:11Z Nautilus 10 /* Deathmatch */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons remain in their spots without disappearing, but all other items, such as ammo and health, do not respawn after being picked up. In a 1-on-1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. aa79b273c627bc67fa95e4a4e141283df132b523 1993 1992 2006-04-11T21:55:36Z Nautilus 10 /* Other */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol, the default weapon any player first starts with, is far too weak to even consider trying to kill someone with. The fist and chainsaw are melee weapons which require for one to be as close as possible to another player to damage them. However, the chainsaw can be a very deadly weapon, as can the fist be when a berserk pack has been picked up. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 5bdb62cbde2276c9b4d074cf3af250f9d5610ffe 1992 1991 2006-04-11T21:50:27Z Nautilus 10 /* Super Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually the most abundant weapon on any given multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. a567997c0b927cbecacc0d7ab90243f436f772d5 1991 1990 2006-04-11T21:49:55Z Nautilus 10 /* Super Shotgun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as the "SSG", is usually plentiful on any multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. df6c097c15414ea53946a2e233c26bd8c715ee9f 1990 1989 2006-04-11T21:48:19Z Nautilus 10 /* Weapons */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is one of the most used weapons in multiplayer. The super shotgun, or commonly known by its abbreviation as "SSG", is usually plentiful on any multiplayer map, and because of the powerful blows it can deliver closely, an accurate shot can kill an opponent in one hit. However, the main drawback is that it takes a second or two to reload. It becomes inaccurate past a few player lengths due to its large spread, and is thus most suitable for combat in closed, short-range areas. === Chaingun === This weapon is most useful at long range combat, or chasing down a fast moving player. The chaingun fires small shots rapidly and thus has the ability to constantly disorient an opponent with the near-persistent amount of red-screen build-up it causes, which can affect the opponent's aim. The first several shots of the chaingun are the most accurate, while subsequent shots are less so, a phenomenon referred to as "chaingun recoil". Therefore, to maintain accuracy with the chaingun, one must tap the fire button repeatedly instead of continuously pushing it down so that the first few shots would be fired continuously. === Rocket Launcher === The rocket launcher is a powerful projectile weapon that can easily kill in one hit. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow; so slow that a straferunning player can actually outrun their own rocket easily, given enough space. Another drawback to the rocket launcher is that it can produce a great amount of splash damage to the player firing it. === Plasma Rifle === Another projectile weapon, the plasma rifle shoots fast blue balls of plasma that can cause a considerable amount of damage, and is one of the more efficient weapons. The pinnacle of its efficiency is seen at close-range combat, where it is difficult for the adversary to escape the flying projectiles. === BFG 9000 === The BFG9000 fires a large, green and slow-moving projectile that can easily gib an enemy in a direct hit. Simultaneously, it fires invisible tracers that fly toward the direction the player had shot the BFG, regardless of the player's position. The BFG9000's use can become highly complicated due to the many advantages and uses of the said tracers and the difficulty that can be experienced while dodging the tracers. This weapon is very often criticized for being overpowered and unfair, but in a 1-on-1 game, this weapon is considered balanced. For a full explanation on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1-on-1 fight and using it can become much easier. === Shotgun === The shotgun is a relatively weak weapon compared especially to the super shotgun, but its tight pellet spread does not subside at long range, making it a decent weapon to 'ping' people at long range with. It proves a fairly fast-killing weapon at close range, where its pellets are more concentrated. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 2df24c832bb1f61288c31f660647e5a3fe788f31 1989 1988 2006-04-11T21:21:16Z Nautilus 10 /* Wallrun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall while moving from north to south or from east to west, you actually gain even more speed than SR50. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 0141f78e02cc38f6fc4593611347041020ea2252 1988 1987 2006-04-11T21:20:07Z Nautilus 10 /* SR50 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times, especially for reaching a distant point faster or dodging an enemy's fire. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 1d4f14ac27ef234dba0a6b811f218525c5a19d9f 1987 1986 2006-04-11T21:18:55Z Nautilus 10 /* SR50 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === SR50 stands for "straferun 50", and is basically a varient of straferun that allows you to move even faster than normal straferunning. This maneuver is accomplished by simultaneously mouse-strafing and straferunning. To SR50, you move your mouse in the same direction as your straferun. While in SR50, you can not turn around due to mouse-strafing, so you sacrifice aim for mobility. This is a more advanced maneuver and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 681100cf13f37285a2d113665ce696e64c7f0577 1986 1985 2006-04-11T21:15:38Z Nautilus 10 /* Straferunning */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === This is done by moving forward and strafing left or right at the same time, which allows you to move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 2ae55e42c7fd21ace687c6fb0fa65bf9b942fee5 1985 1984 2006-04-11T21:13:30Z Nautilus 10 /* Wallrun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that enables wallrunning in all cardinal directions, but by default, wallruns are only achieved in the two said directions -- from north to south, and from east to west. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. f6efa80d5039722f55f5f575dc706aaa2b50097f 1984 1983 2006-04-11T21:12:26Z Nautilus 10 /* Wallrun */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle against a straight wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only achieved in the two said directions. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 2f1435ce54bd8a7f70366fb73c1ed54d7d04f2a3 1983 1982 2006-04-11T21:09:28Z Nautilus 10 /* Straferunning */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is a basic movement which, when the game has been played often, is essentially a natural and effortless maneuver. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 5b0b33e39875fd7a826e8d47bfa3b8f8cc04b88d 1982 1981 2006-04-11T21:07:40Z 72.165.84.38 0 /* Straferunning */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By moving forward and strafing left or right at the same time, you move faster than you would normally by just running forward or backwards. This is basic movement which, once it is practiced, is essentially a natural and involuntary maneuver. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. a756c79feaee5ad0e8ffaf22259edb0856fb5540 1981 1980 2006-04-11T21:06:00Z 72.165.84.38 0 /* Backwards Movement */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === Although its use is limited, backward movement is actually faster than moving forward. Straferunning backwards is thereupon proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 64b0482cbdb456e1a83086ff5ee562fa44a9d460 1980 1970 2006-04-11T21:04:47Z 72.165.84.38 0 /* SR50 */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced maneuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. cb042a9de461e6be2c0d6f6224d2a1ce1693ee9d 1970 1958 2006-04-11T19:40:32Z Voxel 2 /* Movement */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. See [http://doom.wikia.com/wiki/Bugs The Doom Wiki] for completeness. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 09122f05f2a773706db090d8ac1008eea43e5149 1958 1957 2006-04-11T14:42:49Z AlexMax 9 /* Capture the Flag */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a way reminiscent of more recent games, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. 82cff9408c02164a95c604941665b078f1939d5b 1957 1956 2006-04-11T14:42:17Z AlexMax 9 /* Items */ wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. === Capture the Flag === Capture the Flag handles item placement in a more traditional way, with weapon stay and item respawn. Since CTF is a relatively new mode of play in Doom, this modern standard of item spawn has been adopted. ef59bb9a50e43b1ecd429ccc19fc84abfaf95f07 1956 1955 2006-04-11T14:39:40Z AlexMax 9 wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. === Shotgun === Relatively weak weapon compared to the Super Shotgun, but its tight pellet spread does not decay at long range, making it a decent weapon to 'ping' people at long range with. === Other === There are four other weapons, all of which are of dubious value. The pistol is far too weak to even consider trying to kill someone with. The fist, beserk fist and chainsaw are too hard to land hits with, and if you're close enough to punch them, you're more than close enough to deliver a killing shot with a Super Shotgun. There are two situations these weapons will likely be used in, desperation and comedy. == Items == Doom has two main ways in which items are handled by the engine. === Deathmatch === In normal deathmatch, weapons stay where they are, but all other items, such as ammo and health, do not respawn after being taken. In a 1on1 situation, this forces players to carefully consider and save items for times when they need it. In FFA, it doesn't really matter anyway, since you have lots of ammo when starting out, and you'll probably be dead before needing ammo again. === Altdeath === In Altdeath, all items, including weapons, respawn after 30 seconds except for invulnerability and invisibility spheres. This leads to the item control gameplay seen in other populat deathmatch games, but has fallen out of favor in the Doom community. 2f303107387f4723dc1fecd8237bc672c03553af 1955 2006-04-11T14:26:23Z AlexMax 9 wikitext text/x-wiki This document is by no means complete, and should by no means be refered to as an absolute authority on the gameplay of Doom. == Controls == Before you start to play, visit the controls section of the options menu to change your controls to resemble a more modern control scheme. With a few changes, you can be playing Doom just like all your other games, with a keyboard and mouse. == Movement == In Doom, there are several 'bugs' in regular movement that have over time been come to be known as features of the Doom engine. === Straferunning === By pressing Forward and Strafe Left or Strafe Right at the same time, you move faster than you would normally by just running forward. This is basic movement, and once practiced almost becomes second nature. === SR50 === By straferunning, and at the same time pressing a button on your mouse to enable mouse strafing and moving your mouse in the same direction as your straferun, you can move even faster. While in SR50, however, you can not turn around, so you sacrifice aim for mobility. This is a more advanced manuver, and is harder to control, but it is useful at times. === Backwards Movement === It's use is limited, but in Doom moving backwards is actually faster than moving forwards. Straferunning backwards, as you can imagine, is proportionally faster. === Wallrun === If you straferun at a certain angle close to a completely flat wall going from north to south, or from east to west, you actually gain even more speed. There is a server setting that allows wallrunning against walls in all cardinal directions, but by default, wallruns are only one way. == Weapons == Weapons in Doom are differently balanced than in most other games. === Super Shotgun === This is the weapon that you will most likely use often. They are usually plentiful on any given map, and an accurate shot can kill an opponent in one hit, but it takes a second or two to reload, and is inaccurate past a few player lengths. === Chaingun === This weapon is most useful at long range, or to chase down a fast moving player. It has the distinctive ability to constantly disorient an opponent from the near constant amount of redscreen buildup it gives the other player, which can affect his or her aim. The first couple shots out of the chaingun are the most accurate, while subsquent shots are less so, therefore to maintain accuracy with the chaingun one must tap the fire button instead of hold it. === Rocket Launcher === This weapon is useful as it is highly damaging to other players, and has a respectable amount of splash damage. However, unlike rocket launchers in modern games, the rockets this weapon fires are slow, so slow that a straferunning player can actually outrun their own rocket given enough space. Useful in the same way a grenade is in a modern game, to flush opponents out. === Plasma Rifle === A very powerful continuous stream of damage, being hit with more than a few of these balls of pain can be a painful experience. However, although faster than rockets, it is still possible to dodge plasma, especially in areas where there are a lot of obstacles. Therefore, use this weapon as if you were watering a garden, for lack of a better expression. === BFG 9000 === This weapon is often criticized for being overpowered, but in a 1on1 game this weapon is considered balanced. For a full explination on how the BFG works, please read [http://www.oro.net/~tfabris/bfg_faq/bfg_faq.html The BFG FAQ]. Once you learn how this weapon works, it is remarkably easy to dodge in a 1on1 fight, or if you know it's coming. a07ffd8eef4db08bedb7fe84670fc671463e96fb Github 0 1831 3863 2018-05-01T21:18:21Z HeX9109 64 Created page with "Github is the repository service the Odamex team uses to manage the Odamex source code. The Odamex source can be found here: https://github.com/odamex/odamex" wikitext text/x-wiki Github is the repository service the Odamex team uses to manage the Odamex source code. The Odamex source can be found here: https://github.com/odamex/odamex bac478572458806f054468885b1ac32bda0fa068 Give 0 1436 2177 2006-04-16T04:58:41Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===give=== Will give selected items to player. ''Ex. '''Give shotgun''' would give your player a shotgun. [[Category:Client_commands]] 4a8ae8230bbc57417aa17c53635b2a39e2df4e54 God 0 1327 2171 1767 2006-04-16T04:54:09Z Ralphis 3 added iddqd wikitext text/x-wiki {{Cheats}} ===god=== Makes the player invulnerable. See also: [[iddqd]] [[Category:Client_commands]] a57b378ab3f4b088c11111a474fcf4607f3d9120 1767 1689 2006-04-03T19:22:25Z AlexMax 9 wikitext text/x-wiki {{Cheats}} ===god=== Makes the player invulnerable. [[Category:Client_commands]] ac367a420588265c43d0fd3e4fe0752d57e35f84 1689 1600 2006-03-31T06:45:56Z Voxel 2 wikitext text/x-wiki {{Cheats}} '''god''' Makes the player invulnerable. [[Category:Client_commands]] 6e066cc35b6cbf978d2741f5946ce91dbc008193 1600 1599 2006-03-30T22:28:07Z Voxel 2 wikitext text/x-wiki {{Cheats}} '''god''' Makes the player invulnerable. [[Category:Client commands]] 1a58a51033bbcb1b431c9824485cc2a0a7d44c6b 1599 1595 2006-03-30T22:27:46Z Voxel 2 wikitext text/x-wiki '''god''' Makes the player invulnerable. {{Cheats}} This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client commands]] 93e51ca0480f523613bbc85ddffecb938b238682 1595 1594 2006-03-30T22:26:33Z Voxel 2 wikitext text/x-wiki {{Cheat}} '''god''' Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client commands]] ef4aa6bacfa74f3baf37edaab23394d4c5b95768 1594 1565 2006-03-30T22:26:12Z Voxel 2 wikitext text/x-wiki {{Cheats}} '''god''' Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client commands]] 851a7b260a1ba01f1cba09118f34bc5dc4df32a8 1565 1550 2006-03-30T21:40:29Z Voxel 2 wikitext text/x-wiki '''god''' Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client commands]] 37979374e471ac9e7b78568203234a9a9b2eafa1 1550 1548 2006-03-30T21:31:24Z Voxel 2 wikitext text/x-wiki '''god''' Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client Commands]] 0899b2e1413375b6f9bbffc9a10fd267c5375de3 1548 1547 2006-03-30T21:24:40Z AlexMax 9 wikitext text/x-wiki '''god''' Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client Console Commands]] 36de8ec2c68627aedce00901b8c9a203824453b9 1547 1537 2006-03-30T21:24:12Z AlexMax 9 wikitext text/x-wiki Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Client Console Commands]] 7c75d9ce9a7d2658c9937d8bc57ed96b18ffca7e 1537 1536 2006-03-30T21:17:08Z AlexMax 9 wikitext text/x-wiki Makes the player invulnerable. This is a cheat command, and requires [[sv_cheats]] to be enabled before use. [[Category:Console Commands]] [[Category:Client Console Commands]] b9730740bad817fae25f812fb281807280c21d03 1536 1530 2006-03-30T21:15:31Z AlexMax 9 wikitext text/x-wiki [[Category:Console Commands]] [[Category:Client Console Commands]] b4a5b18ca57661e419119f465f43ffd52960dc55 1530 1529 2006-03-30T21:11:52Z AlexMax 9 wikitext text/x-wiki [[Category:Console Commands]] 296369893604f6b39e3f4b8a559446e0c2d4ed11 1529 2006-03-30T21:11:39Z AlexMax 9 wikitext text/x-wiki [[Categotry:Console Command]] 0f83cf6804879a8c42daa9a981ef3af06bdecbaa Hacker's Guide 0 1455 3744 3231 2012-08-11T16:33:14Z AlexMax 9 /* Getting Started */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. Also, having familiarity with Doom's usage of [[fixed-point]] numbers would be handy as well. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for. === Network === Odamex uses the User Datagram Protocol (UDP) for its communcations, data may or may not be compressed (server dependant), data is always converted to little endian format. ==== Design practices ==== Designing network code isn't an easy task, you must take into account bandwidth usage, server load requirements, security and many other things. Our goal for networking in Odamex is to reduce as much bandwidth and server load usage as possible.. To put it into perspective, if it can be done (ie calculated, executed etc) on the clients machine, then that is the best solution most of the time. We also want to provide good security against cheating, server attacks and such, so robust code must be written to prevent such things happening, the server (and even the master server) should be the most solid foundation, it should resist anything that is thrown at it (oversized buffers, forged packets etc) ==== Interface ==== The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table. {|border=1 |- ! Function !!Description |- | '''Functions that write data to a buffer''' |- | void MSG_WriteMarker(buf_t *, svc_t) | Writes a data block identifier (from server messages to client) |- | void MSG_WriteMarker(buf_t *, clc_t) | Writes a data block identifier (used for client messages to server) |- | void MSG_WriteBool(buf_t *, bool) | Writes a boolean (true/false) value |- | void MSG_WriteByte(buf_t *, int) | Writes an 8bit value |- | void MSG_WriteShort(buf_t *, int) | Writes a 16bit value |- | void MSG_WriteLong(buf_t *, int) | Writes a 32bit value |- | void MSG_WriteFloat(buf_t *, float) | Writes a 32bit floating point value |- | void MSG_WriteString(buf_t *, const char *) | Writes a null-terminated string |- | void MSG_WriteChunk(buf_t *, const void *, unsigned l) | Writes a block of data, last parameter is the length |- | | |- | '''Functions that read data from a received buffer''' |- | bool MSG_ReadBool(void) | Reads a boolean value |- | int MSG_WriteByte(void) | Reads an 8bit value |- | int MSG_ReadShort(void) | Reads a 16bit value |- | int MSG_ReadLong(void) | Reads a 32bit value |- | float MSG_ReadFloat(void) | Reads a 32bit floating point value |- | const char *MSG_ReadString(void) | Reads a null-terminated string |- | void *MSG_ReadChunk(size_t &) | Reads a block of data, the parameter is the size to read |} Miscellaneous network functions and their descriptions are included in the table below. {|border=1 |- ! Function !!Description |- | MSG_BytesLeft(void) | Returns the number of bytes left in the received buffer |- | MSG_NextByte(void) | Returns the next byte (similar to MSG_ReadByte, only it peeks) |- | SZ_Clear(buf_t *) | Clears the data from a buffer |} === Players === === Map Objects === ==== szp pointers ==== == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter. a46c86c192a51230a0aeb34619f4f9dfe0ecf4fe 3231 3201 2008-06-17T04:35:32Z Russell 4 wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for. === Network === Odamex uses the User Datagram Protocol (UDP) for its communcations, data may or may not be compressed (server dependant), data is always converted to little endian format. ==== Design practices ==== Designing network code isn't an easy task, you must take into account bandwidth usage, server load requirements, security and many other things. Our goal for networking in Odamex is to reduce as much bandwidth and server load usage as possible.. To put it into perspective, if it can be done (ie calculated, executed etc) on the clients machine, then that is the best solution most of the time. We also want to provide good security against cheating, server attacks and such, so robust code must be written to prevent such things happening, the server (and even the master server) should be the most solid foundation, it should resist anything that is thrown at it (oversized buffers, forged packets etc) ==== Interface ==== The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table. {|border=1 |- ! Function !!Description |- | '''Functions that write data to a buffer''' |- | void MSG_WriteMarker(buf_t *, svc_t) | Writes a data block identifier (from server messages to client) |- | void MSG_WriteMarker(buf_t *, clc_t) | Writes a data block identifier (used for client messages to server) |- | void MSG_WriteBool(buf_t *, bool) | Writes a boolean (true/false) value |- | void MSG_WriteByte(buf_t *, int) | Writes an 8bit value |- | void MSG_WriteShort(buf_t *, int) | Writes a 16bit value |- | void MSG_WriteLong(buf_t *, int) | Writes a 32bit value |- | void MSG_WriteFloat(buf_t *, float) | Writes a 32bit floating point value |- | void MSG_WriteString(buf_t *, const char *) | Writes a null-terminated string |- | void MSG_WriteChunk(buf_t *, const void *, unsigned l) | Writes a block of data, last parameter is the length |- | | |- | '''Functions that read data from a received buffer''' |- | bool MSG_ReadBool(void) | Reads a boolean value |- | int MSG_WriteByte(void) | Reads an 8bit value |- | int MSG_ReadShort(void) | Reads a 16bit value |- | int MSG_ReadLong(void) | Reads a 32bit value |- | float MSG_ReadFloat(void) | Reads a 32bit floating point value |- | const char *MSG_ReadString(void) | Reads a null-terminated string |- | void *MSG_ReadChunk(size_t &) | Reads a block of data, the parameter is the size to read |} Miscellaneous network functions and their descriptions are included in the table below. {|border=1 |- ! Function !!Description |- | MSG_BytesLeft(void) | Returns the number of bytes left in the received buffer |- | MSG_NextByte(void) | Returns the next byte (similar to MSG_ReadByte, only it peeks) |- | SZ_Clear(buf_t *) | Clears the data from a buffer |} === Players === === Map Objects === ==== szp pointers ==== == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter. 5f0711219b40ba5995352e8a1999599ee7ece9ff 3201 3057 2008-06-03T11:27:54Z Russell 4 A table of functions wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for. === Network Interface === The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table. {|border=1 |- ! Function !!Description |- | '''Functions that write data to a buffer''' |- | void MSG_WriteMarker(buf_t *, svc_t) | Writes a data block identifier (from server messages to client) |- | void MSG_WriteMarker(buf_t *, clc_t) | Writes a data block identifier (used for client messages to server) |- | void MSG_WriteBool(buf_t *, bool) | Writes a boolean (true/false) value |- | void MSG_WriteByte(buf_t *, int) | Writes an 8bit value |- | void MSG_WriteShort(buf_t *, int) | Writes a 16bit value |- | void MSG_WriteLong(buf_t *, int) | Writes a 32bit value |- | void MSG_WriteFloat(buf_t *, float) | Writes a 32bit floating point value |- | void MSG_WriteString(buf_t *, const char *) | Writes a null-terminated string |- | void MSG_WriteChunk(buf_t *, const void *, unsigned l) | Writes a block of data, last parameter is the length |- | | |- | '''Functions that read data from a received buffer''' |- | bool MSG_ReadBool(void) | Reads a boolean value |- | int MSG_WriteByte(void) | Reads an 8bit value |- | int MSG_ReadShort(void) | Reads a 16bit value |- | int MSG_ReadLong(void) | Reads a 32bit value |- | float MSG_ReadFloat(void) | Reads a 32bit floating point value |- | const char *MSG_ReadString(void) | Reads a null-terminated string |- | void *MSG_ReadChunk(size_t &) | Reads a block of data, the parameter is the size to read |} Miscellaneous network functions and their descriptions are included in the table below. {|border=1 |- ! Function !!Description |- | MSG_BytesLeft(void) | Returns the number of bytes left in the received buffer |- | MSG_NextByte(void) | Returns the next byte (similar to MSG_ReadByte, only it peeks) |- | SZ_Clear(buf_t *) | Clears the data from a buffer |} === Players === === Map Objects === ==== szp pointers ==== ==== Proper practices considering networking ==== == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter. cd2a02b0436370239801e553000a0f991c9869d2 3057 2932 2008-05-05T14:20:28Z Voxel 2 /* Debugging the client on Linux */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for. === Network Interface === The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table TODO: add table TODO: explain some other network functions and when they should be used === Players === === Map Objects === ==== szp pointers ==== ==== Proper practices considering networking ==== == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to use the [[nomouse|-nomouse]] commandline parameter. 8fe91c1d312889fcfb67fc1abb42b869479b7c42 2932 2931 2007-06-20T17:59:04Z Zorro 22 /* Subsystems, APIs, and Interfaces */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == Odamex is a very large and deep program with around 13 years worth of hacks and additions added to it. It can be very daunting to a new developer, so in this section we will try to document some of the interfaces provided by the source and some of the quirks that need to be accounted for. === Network Interface === The network interface is rather simple and is composed of multiple Read/Write functions. These functions wrap converting from host to network byte order, building packets, and sending data. They are mainly composed of '''MSG_Read*''' and '''MSG_Write*''' The wildcards can be replaced with anything from the following table TODO: add table TODO: explain some other network functions and when they should be used === Players === === Map Objects === ==== szp pointers ==== ==== Proper practices considering networking ==== == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. 6bb30ae755dfd1de6a74127d02fcbee7edb1ad59 2931 2930 2007-06-20T17:23:23Z Zorro 22 /* Subdystems, APIs, and Interfaces */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subsystems, APIs, and Interfaces == == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. 0e3605adec1be8f9f4c533c6596ffaa653a94d45 2930 2468 2007-06-20T17:23:04Z Zorro 22 wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Subdystems, APIs, and Interfaces == == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. e33a8ea14886e9a858ee0649aa6026079514afab 2468 2435 2006-10-31T01:29:28Z Voxel 2 /* Style and guidelines */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See the [[Coding_standard|coding standard]] == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. 18489425281a6fd653d7dbc8583cd1e5ba4f82c8 2435 2354 2006-10-27T02:01:25Z 60.234.130.11 0 /* Style and guidelines */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == See [[Coding_standard]] == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. c98eb452afb17c790ddc909a2e022c6001ee4a1c 2354 2348 2006-09-27T19:13:56Z 86.143.3.146 0 wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP == Debugging the client on Linux == There's a problem with breakpoints and SDL under Linux. When a breakpoint pauses execution, the client keeps a lock on the mouse and keyboard (you can no longer do anything). If you kill the client process, you lose the breakpoint info. The current workaround is to call I_PauseMouse before any breakpoint you set. cbfdcaacb5bd6ae3a21860f3ed2e76dd6e43719d 2348 2314 2006-09-26T02:56:10Z 144.132.36.34 0 /* Conventional file prefix */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? (mostly hud render related code) * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP 8a4e83f65be2d53a205e12aad8b507aa6279f08a 2314 2313 2006-09-23T19:05:59Z 86.143.3.146 0 /* Getting Started */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bugs]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP 050a595349208ac1b217be224c339bee8820e110 2313 2312 2006-09-23T19:05:48Z 86.143.3.146 0 /* Getting Started */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [[svn]] and [[bug]] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP b3a13cfd1b83027e8a784879b92259c819d07840 2312 2279 2006-09-23T19:05:38Z 86.143.3.146 0 /* Code structure */ wikitext text/x-wiki == Getting Started == You'll want to have a look at our [svn] and [bug] pages. == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP c65dbe71758ba80b840dfaa6c0c52102a994e34e 2279 2278 2006-09-01T06:53:35Z 213.247.170.49 0 wikitext text/x-wiki == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code == Networking == Odamex uses UDP a81100ac83a3286e7a82af7739c5988384034ec4 2278 2276 2006-09-01T06:52:28Z 213.247.170.49 0 /* Conventional file prefix */ wikitext text/x-wiki == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''m_*''': ??? * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code * '''z_*''': memory allocation related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code adb5cf39f6474bec2bbbb0d2c42d978c0cc07dca 2276 2275 2006-08-31T19:56:28Z Voxel 2 /* Code structure */ wikitext text/x-wiki == Code structure == === Conventional file prefix === * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*''': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''st_*''': ??? * '''v_*''': video related code * '''wi_*''': intermission related code === Files of interest === * '''i_main.cpp''': application entry point == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code b32eadcdd8c468b601225593d00210b24d690442 2275 2274 2006-08-31T19:54:08Z Voxel 2 /* Code structure */ wikitext text/x-wiki == Code structure == * '''am_*''': automap related code * '''c_*''': console related code * '''cl_*''': client only code * '''d_*': game/net code * '''f_*''': finale related code * '''g_*''': game related code * '''hu_*''': hud related code * '''i_*''': system/hardware dependant code * '''p_*''': game/object related code * '''r_*''': render related code * '''s_*''': sound related code * '''sv_*''': server only code * '''v_*''': video related code * '''wi_*''': intermission related code == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code fc0774dc45834ddbf84de320681365e0bd604c5a 2274 2273 2006-08-31T19:53:50Z Voxel 2 /* Code structure */ wikitext text/x-wiki == Code structure == * '''am_*''': automap related code * ''c_*'': console related code * ''cl_*'': client only code * ''d_*': game/net code * ''f_*'': finale related code * ''g_*'': game related code * ''hu_*'': hud related code * ''i_*'': system/hardware dependant code * ''p_*'': game/object related code * ''r_*'': render related code * ''s_*'': sound related code * ''sv_*'': server only code * ''v_*'': video related code * ''wi_*'': intermission related code == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code c0b57243f4f745e70ce12839d96bc4e686008e11 2273 2272 2006-08-31T19:53:25Z Voxel 2 /* Code structure */ wikitext text/x-wiki == Code structure == * ''am_*'': automap related code * ''c_*'': console related code * ''cl_*'': client only code * ''d_*': game/net code * ''f_*'': finale related code * ''g_*'': game related code * ''hu_*'': hud related code * ''i_*'': system/hardware dependant code * ''p_*'': game/object related code * ''r_*'': render related code * ''s_*'': sound related code * ''sv_*'': server only code * ''v_*'': video related code * ''wi_*'': intermission related code == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code 28b770cdb59ac6ad17be41b6c3be826d0b3c0748 2272 2006-08-31T19:51:54Z Voxel 2 wikitext text/x-wiki == Code structure == * 'cl_*.cpp': client only code * 'sv_*.cpp': server only code * 'i_*.cpp': system/hardware dependant code * 'f_*.cpp': finale related code * 'c_*.cpp': console related code * 'am_*.cpp': automap related code * 'hu_*.cpp': hud related code * 'd_*.cpp': game/net code * 'g_*.cpp': game related code * 'p_*.cpp': game/object related code * 's_*.cpp': sound related code * 'r_*.cpp': render related code * 'v_*.cpp': video related code * 'am_*.cpp': automap related code * 'wi_*.cpp': intermission related code == Style and guidelines == * Avoid C style strings. Replace them with C++ types where it is safe to do so. * Code defensively and securely * Do not add globals * Code for clarity * Maintain traditional naming conventions * Respect existing code 77c1b37f3fcaa15ba1fe3ae24618e2939a5f3d28 How to build from source 0 1315 3885 3884 2019-01-17T15:23:00Z Ch0wW 138 /* Getting the source */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access, located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL2 and SDL2_mixer are required for the client, and wxWidgets 3.0 for the launcher. *• See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. *• [[Compiling using GCC]] *• [[Debian package]] *• [[Compiling using Xcode]] *• [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. *• [[Building odamex.wad using DeuTex]] on multiple platforms 33e7d7b3089f2ad488dc3045929c93392931ce15 3884 3879 2019-01-17T15:22:20Z Ch0wW 138 /* Getting required files */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL2 and SDL2_mixer are required for the client, and wxWidgets 3.0 for the launcher. *• See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. *• [[Compiling using GCC]] *• [[Debian package]] *• [[Compiling using Xcode]] *• [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. *• [[Building odamex.wad using DeuTex]] on multiple platforms 44f411c8b0ad0e602d5cbd04d49478f2d0fd50f4 3879 3878 2019-01-17T14:25:38Z Ch0wW 138 /* Getting required files */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. *• See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. *• [[Compiling using GCC]] *• [[Debian package]] *• [[Compiling using Xcode]] *• [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. *• [[Building odamex.wad using DeuTex]] on multiple platforms c53eeb69ec128933c4c69d1a4a98f1cbc3bdc4e2 3878 3877 2019-01-17T14:25:03Z Ch0wW 138 /* Building odamex.wad */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. *• [[Compiling using GCC]] *• [[Debian package]] *• [[Compiling using Xcode]] *• [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. *• [[Building odamex.wad using DeuTex]] on multiple platforms 2cac78f3e8c3ad22fee574622b1d74a9a2a17826 3877 3876 2019-01-17T14:24:49Z Ch0wW 138 /* Outdated */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. *• [[Compiling using GCC]] *• [[Debian package]] *• [[Compiling using Xcode]] *• [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 8585c178513f051da51602e6409d3b3580d5c529 3876 3875 2019-01-17T14:24:38Z Ch0wW 138 /* CMake */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. *• See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 98c4598d077a8a71de657ee7a423f46dfa74b4c0 3875 3874 2019-01-17T14:24:06Z Ch0wW 138 /* Code::Blocks IDE */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. *• See [[Compiling using Code::Blocks]] *• See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 1e5e62fcd5824ea0930b7c693bda582df16ec3b3 3874 3862 2019-01-17T14:23:56Z Ch0wW 138 /* Getting the source */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: *• [http://odamex.net/ Download] the latest stable version from the official Odamex website, *• Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 83be8314e74a9103814c655299289bb37be7fca1 3862 3793 2018-05-01T21:17:40Z HeX9109 64 /* Getting the source */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Github]] access. Odamex Subversion repository is located at https://github.com/odamex/odamex . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 91a8216143978b4dc171e239f3fc144ef0093342 3793 3737 2014-03-12T23:22:10Z Dr. Sean 66 Update requirements to wxWidgets 3.0 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 3.0 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 6b324d4211252d23798b29647c482f104661cb8e 3737 3736 2012-07-24T12:34:14Z Pseudoscientist 76 /* Getting required files */ List the dependencies. wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex client and launcher rely on extra libraries in order to function: SDL and SDL_mixer are required for the client, and wxWidgets 2.8 for the launcher. See [[Required Libraries]] for details. =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms d21a5b8e49a6e5ae1c388452467d34f38d921055 3736 3722 2012-07-24T12:29:07Z Pseudoscientist 76 /* Getting the source */ Add the repository address. wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access. Odamex Subversion repository is located at http://odamex.net/svn/root/ . =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms fc040e99cb3e43280627ebc7188790c432ba9267 3722 3721 2012-07-14T16:44:27Z AlexMax 9 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Building odamex.wad= This will show you how to build the latest odamex.wad file. This is usually not necessary, as an up-to-date version of odamex.wad is included in the source tree, but here's instructions for how to do it regardless. * [[Building odamex.wad using DeuTex]] on multiple platforms 99f191c5a266abc2b5bec69acc6143e4a5ee7342 3721 3720 2012-07-14T16:43:06Z AlexMax 9 /* Code::Blocks IDE */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] * See [[Compiling the Launcher using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile a02e5e0258a5e0c2d77ef03112e484ddb6855d72 3720 3719 2012-07-14T16:42:33Z AlexMax 9 /* Outdated */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] * [[Cross compiling for Windows using MinGW]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile b243630ac5344223ce4f92ddbdb54896bba6a69d 3719 3507 2012-07-14T16:41:58Z AlexMax 9 /* Compiling Odamex */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. ==Code::Blocks IDE== Most Odamex developers use Code::Blocks, so there is a specific project file just for that editor. * See [[Compiling using Code::Blocks]] ==CMake== In most other cases we use CMake to create project files or Makefiles that are tailored to each system. * See [[Compiling using CMake]] ==Outdated== The following build methods no longer exist as of 0.6.1. However, if you are building 0.6.0 or earlier, you might be interested in the information below. * [[Compiling using GCC]] * [[Debian package]] * [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 23b1baf4192aa6d04ae4bf87fe39b84ca264b265 3507 3506 2011-07-09T22:31:36Z AlexMax 9 /* FreeBSD */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ===CMake=== An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files. * See [[Compiling using CMake]] === Installer === * See [[NSIS]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] === Debian/Ubuntu Package === * See [[Debian package]] ===CMake=== An experimental CMake build system is available via the bugtracker. It uses the same GCC and make that you would use with the standard makefile, however it offers additional support for alternate SDL installations and out-of-source build trees. * See [[Compiling using CMake]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ===CMake=== An experimental CMake build system is available via the bugtracker. It uses the same GCC as the standard makefile, however it generates makefiles that are compatible with BSD make and offers additional support for alternate SDL installations and out-of-source build trees. * See [[Compiling using CMake]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 278d9c2a827a324ae0b44f90e3c66df0a1868bf1 3506 3505 2011-07-09T22:27:29Z AlexMax 9 /* Linux */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ===CMake=== An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files. * See [[Compiling using CMake]] === Installer === * See [[NSIS]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] === Debian/Ubuntu Package === * See [[Debian package]] ===CMake=== An experimental CMake build system is available via the bugtracker. It uses the same GCC and make that you would use with the standard makefile, however it offers additional support for alternate SDL installations and out-of-source build trees. * See [[Compiling using CMake]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 3cd962270628974b459090cd0662ad2276f8304c 3505 3266 2011-07-09T22:23:18Z AlexMax 9 /* Windows */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ===CMake=== An experimental CMake build system is available via the bugtracker. As of right now, it is known to create working Microsoft Visual Studio 2010 project files. * See [[Compiling using CMake]] === Installer === * See [[NSIS]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] === Debian/Ubuntu Package === * See [[Debian package]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 5cd78e02a81238bf7c57513f6b129b30a6cad9be 3266 3167 2008-08-05T02:15:58Z Russell 4 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] === Installer === * See [[NSIS]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] === Debian/Ubuntu Package === * See [[Debian package]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. Note: Versions of FreeBSD (7+) require a change in the launcher Makefile: * WXCONFIG = wxgtk2-*.*-config * WXRC = wxrc-gtk2-*.* The *'s indicate the version of wxWidgets you are running * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 21ec1b936ca8f30e05124ceede0f67e38e327c9b 3167 3119 2008-05-29T12:18:24Z Voxel 2 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] === Installer === * See [[NSIS]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] === Debian/Ubuntu Package === * See [[Debian package]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile e6c7b77d9c3feed5d80e2cf100193857b60a9d21 3119 3118 2008-05-08T03:17:22Z Exp(x) 23 Revert last edit wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 16955ad7492603cf7ea5898683fa53fdb1d2b0e6 3118 3117 2008-05-07T04:51:13Z Exp(x) 23 added link to Cross_compiling_for_Windows_using_MinGW wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ===MinGW for Windows=== If you want to build Windows binaries on a Linux host, this is the easiest way. * See [[Cross compiling for Windows using MinGW]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 7c172338174b9ef411fcb041d46ea5cd7f2b0c0b 3117 3087 2008-05-07T04:49:19Z Voxel 2 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Cross compiling= You can build the windows version of odamex on linux: * See [[Cross compiling for Windows using MinGW]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 16955ad7492603cf7ea5898683fa53fdb1d2b0e6 3087 3086 2008-05-05T15:09:24Z Voxel 2 /* Cygwin and GCC */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". * See [[Compiling using GCC]] ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 3b17d12c534bfd4425b91fe5b2ab6d20df58c83e 3086 3085 2008-05-05T15:08:55Z Voxel 2 /* Compiling the Launcher */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * See [[Compiling the Launcher using Code::Blocks]] * See [[Compiling the Launcher using GCC]] =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile cdeee137bca36e8ed90b9f411e6fd70ea9de9a6a 3085 3084 2008-05-05T15:08:22Z Voxel 2 /* OSX */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 6321101d23b38cad4a5c9da057d3402e6fc1aad8 3084 3083 2008-05-05T15:08:06Z Voxel 2 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. =Getting the source= There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access =Getting required files= When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] =Compiling Odamex= You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ==Windows== ===Code::Blocks IDE and MinGW=== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * See [[Compiling using Code::Blocks]] ===MinGW and MSYS=== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * See [[Compiling using MSYS]] ===Microsoft Visual Studio=== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * See [[Compiling using Microsoft Visual Studio]] ===Cygwin and GCC=== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ==Linux== ===GCC=== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. * See [[Compiling using GCC]] ==FreeBSD== ===GCC=== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * See [[Compiling using GCC]] ==OSX== ===Xcode=== * See [[Compiling using Xcode]] on Mac =Compiling the Launcher= So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows =Building odamex.wad= This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile b34faeea04003940d399e5ab8ed89648b206df16 3083 3082 2008-05-05T15:05:44Z Voxel 2 /* Getting required files */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Required Libraries]] == Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ===Windows=== ====Code::Blocks IDE and MinGW==== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * [[Compiling using Code::Blocks]] on Windows and Linux ====MinGW and MSYS==== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * [[Compiling using MSYS]] on Windows ====Microsoft Visual Studio==== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * [[Compiling using Microsoft Visual Studio]] on Windows ====Cygwin and GCC==== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ===Linux=== ====GCC==== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. ===FreeBSD=== ====GCC==== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin ===OSX=== ====Xcode==== * [[Compiling using Xcode]] on Mac == Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile ee9c5baaa956936d332d4d0661c83b9076745dc7 3082 3081 2008-05-05T15:05:25Z Voxel 2 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ===Windows=== ====Code::Blocks IDE and MinGW==== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * [[Compiling using Code::Blocks]] on Windows and Linux ====MinGW and MSYS==== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * [[Compiling using MSYS]] on Windows ====Microsoft Visual Studio==== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * [[Compiling using Microsoft Visual Studio]] on Windows ====Cygwin and GCC==== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ===Linux=== ====GCC==== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. ===FreeBSD=== ====GCC==== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin ===OSX=== ====Xcode==== * [[Compiling using Xcode]] on Mac == Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile b9ec1e8f2f2e28f4e012167d161fe4065623f609 3081 2957 2008-05-05T15:04:27Z Voxel 2 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. Depending on what operating system and hardware you are running, you have many options of compilers. Some of the more popular choices are below: ===Windows=== ====Code::Blocks IDE and MinGW==== This is the prefered method of compiling Odamex on Windows. Code::Blocks project and workspace files are included in the [[Subversion]]. * [[Compiling using Code::Blocks]] on Windows and Linux ====MinGW and MSYS==== This method of compiling utilizes the command line to compile Odamex. This is useful if you prefer not to use an IDE. * [[Compiling using MSYS]] on Windows ====Microsoft Visual Studio==== Odamex currently supports compiling under Microsoft Visual C++ 6.0, and a Visual C++ 6.0 project file is included in [[Subversion]]. Support for later versions of Visual Studio is unconfirmed. * [[Compiling using Microsoft Visual Studio]] on Windows ====Cygwin and GCC==== Support for native Cygwin binaries is not supported at this time, though is both feasable and desirable in the future. You can, however, compile Odamex without Cygwin support under Cygwin, with minor adjustments, though this is not considered "Cygwin GCC". ===Linux=== ====GCC==== This is the prefered method of compiling Odamex in Linux. Makefiles are included in the [[Subversion]]. ===FreeBSD=== ====GCC==== This is the prefered method of compiling Odamex in FreeBSD. Makefiles are included in [[Subversion]], and should work with the FreeBSD version of GNU Make (gmake) and GCC. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin ===OSX=== ====Xcode==== * [[Compiling using Xcode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Step 5: Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile f5b28ce3fb9c71fbebea54fad56387bda53bfcac 2957 2956 2007-10-27T01:15:41Z Russell 4 Don't need it wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling using Xcode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Step 5: Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 250ca29965392840de43554296b7199ef2a2f543 2956 2954 2007-10-27T01:14:44Z Russell 4 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] * [[Tools]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling using Xcode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Step 5: Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile eb0ab3302f923d6f44d62f1254b543f3456d022c 2954 2764 2007-10-27T01:02:52Z Russell 4 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling using Xcode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows == Step 5: Building odamex.wad == This will show you how to build the latest odamex.wad file * [[Building odamex.wad using DeuTex]] on multiple platforms ''Note: odamex.wad gets built automatically when using the Makefile 250ca29965392840de43554296b7199ef2a2f543 2764 2763 2007-01-22T18:07:45Z Voxel 2 /* Step 3: Compiling Odamex */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling using Xcode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows dc99dd3c3538fa8e68601ddba857ee1a07748018 2763 2741 2007-01-22T18:07:29Z Voxel 2 /* Step 3: Compiling Odamex */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling using xCode]] on Mac == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows e4bb786f427b8925bd0c337747e70b40ba33f130 2741 2708 2007-01-20T08:13:57Z AlexMax 9 /* Step 3: Compiling Odamex */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MSYS]] on Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows adad0becf1eb4fd319f923138236ca6998c9a2a8 2708 2704 2007-01-19T03:37:35Z AlexMax 9 /* Step 3: Compiling */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling Odamex == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows == Step 4: Compiling the Launcher == So you want to mess around with the Launcher? Here's how to do it. * [[Compiling the Launcher using Code::Blocks]] on Windows 8e4f87213ac8d87fcd7e64358df460cb68ee6705 2704 2703 2007-01-19T01:00:50Z Russell 4 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling the Launcher]] f5e36a2a07838192acf803affb8db96d9560ffea 2703 2589 2007-01-19T00:56:03Z Russell 4 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows * [[Compiling the Launcher]] on Windows aafe281cc930e0290c0fed388e01925b4baa79fc 2589 2588 2006-11-13T05:01:24Z AlexMax 9 /* Step 2: Getting required files */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, you need something to compile it with. In addition, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows 2ddd49b7fc3d80ee306c70cdb59d988dd125313d 2588 2584 2006-11-13T05:00:53Z AlexMax 9 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function. * [[Compiling Environments]] * [[Required Libraries]] == Step 3: Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows f56675d9eb4e0a8bf42ef2acb6f0717317e00bef 2584 2574 2006-11-10T17:02:21Z AlexMax 9 /* Compiling */ wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function. * [[Required Libraries]] == Step 3: Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio]] on Windows 2492b85f72d8210b780039f44759b3173c2e3850 2574 2565 2006-11-10T16:18:52Z AlexMax 9 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required files == When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function. * [[Required Libraries]] == Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio 6.0]] on Windows 46b8d888253da9c0e8eeeb7ac6052e9da8539ec8 2565 2564 2006-11-10T16:08:33Z AlexMax 9 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required libraries == When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function. * [[Libraries]] == Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual Studio 6.0]] on Windows 21642914c23e091745f348041095160f2b81e44e 2564 2519 2006-11-10T16:07:01Z AlexMax 9 wikitext text/x-wiki Odamex is open source. This means that it is possible to obtain and compile Odamex from source if you so desire. The Odamex team wishes to make this process as painless as possible, therefore detailed instructions for how to build Odamex are provided in this section. == Step 1: Getting the source == There are two ways to obtain the source to Odamex: * [http://odamex.net/ Download] the latest stable version from the official Odamex website * Get the absolute latest modifications through anonymous [[Subversion]] access == Step 2: Getting required libraries == When you download Odamex, it's almost ready to go, right out of the box. However, Odamex relies on extra libraries in order to function. * [[Libraries]] == Compiling == You have all the pieces of the puzzle...now it's time to build. * [[Compiling using GCC]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using MinGW]] on Cygwin and Windows * [[Compiling using Code::Blocks]] on Windows and Linux * [[Compiling using Microsoft Visual C++]] on Windows d91ee0a5c1bf10675faa2d7ed6425cf2f79f76fd 2519 2253 2006-11-05T18:35:47Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using Codeblocks]] on Windows and Linux * [[Compiling using VC6]] on Windows 296dfea9e70dbd761067b18a1a177363b83fed4c 2253 2252 2006-08-31T18:53:34Z 213.247.170.49 0 wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using Codeblocks]] on Windows * [[Compiling using VC6]] on Windows 0ad174e41bb409ec39f61a9b75e1ca749f15bd95 2252 2245 2006-08-31T18:53:21Z 213.247.170.49 0 remove explicit cygwin link wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux, FreeBSD and Cygwin * [[Compiling using Codeblocks]] on Windows 40b97d23f5fe7314b0c158930e6f55b5fda6e922 2245 2026 2006-08-27T07:04:55Z 213.247.170.49 0 wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux and FreeBSD * [[Compiling using Codeblocks]] on Windows * [[Compiling using Cygwin]] on Windows 250dee046e01351739c2ef6ac1dfe1fa66e86ea5 2026 2024 2006-04-12T07:54:35Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux and FreeBSD * [[Compiling using Codeblocks]] on Windows 41225c51fd96d73d3245e72cf3d8ea702e418134 2024 2021 2006-04-12T07:43:31Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux * [[Compiling using Codeblocks]] on Windows 37aaa26ce4df3cbf5e109c7cbf0d963f432656c5 2021 2020 2006-04-12T07:43:08Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling Using a Makefile]] on GNU/Linux * [[Compiling using Codeblocks]] on Windows 391215d4f0c2975788a42ab5114460eda89e7f63 2020 2019 2006-04-12T07:42:57Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling using a Makefile]] on GNU/Linux * [[Compiling using Codeblocks]] on Windows 37aaa26ce4df3cbf5e109c7cbf0d963f432656c5 2019 2016 2006-04-12T07:42:45Z AlexMax 9 /* Compiling */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling Using a Makefile]] on GNU/Linux * [[Compiling using Codeblocks]] on Windows 391215d4f0c2975788a42ab5114460eda89e7f63 2016 1676 2006-04-12T07:41:48Z AlexMax 9 wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling Using a Makefile]] * [[Compiling on Windows with Codeblocks]] a9a40e5b0a22591dfe5314a82f80fab146804cf9 1676 1675 2006-03-31T06:26:41Z Voxel 2 /* Getting the source */ wikitext text/x-wiki == Getting the source == * [http://odamex.net/ Downloads] * [[svn]] access == Compiling == * [[Compiling with Makefile]] * [[Compiling on Windows with Codeblocks]] ee6bd29e6cf2427b16ca73c305f2bb8ef3b4f0ad 1675 1613 2006-03-31T06:24:48Z Voxel 2 wikitext text/x-wiki == Getting the source == == Compiling == * [[Compiling with Makefile]] * [[Compiling on Windows with Codeblocks]] 5909da83bf97715b4a10f1f5ba221c84ab162523 1613 1421 2006-03-31T00:30:43Z Russell 4 wikitext text/x-wiki * [[Compiling with Makefile]] * [[Compiling on Windows with Codeblocks]] 99a033fdb8c5214398a163da5324d2ff203e83ed 1421 2006-03-30T18:51:26Z Voxel 2 wikitext text/x-wiki * [[Compiling on Windows with Codeblocks]] 9a3497cb21abb056d779377fcd07d2ccef9b46c7 How to install 0 1358 3943 3942 2019-12-27T20:17:02Z Hekksy 139 /* Windows */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings and downloading patches required to play in many servers. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually: {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables : *• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games. *• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game. *• '''Odasrv''': This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] b059c1eae18187218eb5e79249bc4db537de41fb 3942 3941 2019-12-27T20:16:24Z Hekksy 139 wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various GitHub snapshots, and the source is a tarballed version of GitHub snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer (recommended), or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files separate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, Odamex will be able to auto-detect the installations. In the event autodetection does not work, the iwads can be found in the following locations to be grabbed manually: {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables : *• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games. *• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game. *• '''Odasrv''': This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 07e805033c0c01161c0969133b481d136caea24b 3941 3940 2019-12-27T20:11:36Z Hekksy 139 /* Running Odamex */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables : *• '''Odalaunch''': This is the official Odamex Launcher. You will use this to see online servers and join online games. *• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game. *• '''Odasrv''': This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] e296e6a3f2e41d48eba37783ecaafebb6e33b8d9 3940 3897 2019-12-27T20:10:11Z Hekksy 139 /* Windows */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. We recommend not allowing Odamex to be installed under Program Files, as it can cause conflict with saving your Odamex personal settings. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables : *• '''Odalaunch''': This is the official Odamex Launcher. Most likely, this is what you will want to use. *• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game. *• '''Odasrv''': This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] dcf4a7f644ed045f0ed91cb33ce962530d1da454 3897 3896 2019-01-23T14:25:08Z Ch0wW 138 /* Running Odamex */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables : *• '''Odalaunch''': This is the official Odamex Launcher. Most likely, this is what you will want to use. *• '''Odamex''': This is the Odamex executable. If you want to hop directly into the program for Singleplayer or testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a multiplayer game. *• '''Odasrv''': This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 85783a31e64f38529b0cdae201f6e3c469cb97f7 3896 3821 2019-01-23T14:23:23Z Ch0wW 138 /* Obtaining a resource file from Doom versions installed from Steam */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} (*) If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 2bd590964a8b1f8e728b340311363061dff3a566 3821 3820 2015-01-28T01:52:40Z Manc 1 /* Windows */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== You have a few options when installing Odamex on Windows. You may either use the 32/64-bit unified installer, or the flat zip file. The unified installer will install the executables and libraries that best match your system. For the flat zip file, simply unzip the contents into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] bdadfef0adf386f9c10f2e03cdc8a402c5a476bc 3820 3810 2015-01-28T01:50:42Z Manc 1 /* Installing Odamex */ That image was super old and terrible. wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 4a9698092716d6ce0fd0939b256da94262538731 3810 3809 2015-01-17T16:28:11Z Manc 1 /* Installing Odamex */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] ===Windows=== Simply unzip the file into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] c0e008749cb159792f5b7362fbad1f100dbdbc2c 3809 3808 2015-01-17T16:27:58Z Manc 1 /* OS X */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 4a9698092716d6ce0fd0939b256da94262538731 3808 3616 2015-01-17T02:11:16Z Manc 1 wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| class="table table-striped table-inverse" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] f4c5d238b54ec8a852ca85e150cb54a01edb233e 3616 3200 2012-02-18T23:18:31Z Killingblair 27 /* Installing a Doom Resource file */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Obtaining a resource file from Doom versions installed from Steam== If you have installed [http://store.steampowered.com/app/2280/ The Ultimate DOOM], [http://store.steampowered.com/app/2300/ DOOM 2: Hell on Earth], or [http://store.steampowered.com/app/2290/ Final DOOM] from Steam, you will be able to extract the resource files needed for Odamex to run from that installation. {| border="1" |- ! Resource File ! File Location |- | DOOM.WAD | C:\Program Files\Steam\steamapps\common\Ultimate Doom\base\DOOM.WAD* |- | DOOM2.WAD | C:\Program Files\Steam\steamapps\common\Doom 2\base\DOOM2.WAD* |- | PLUTONIA.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD* |- | TNT.WAD | C:\Program Files\Steam\steamapps\common\Final Doom\base\TNT.WAD* |} * If you have a 64-bit operating system installed, the correct Program Files folder will be labeled as "Program Files (x86)." ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 3417c1d2fa13e69542fb4086f70a4c989e297d6a 3200 2985 2008-06-03T03:56:51Z Turks 48 Add a 'see also' link to the Debian 'howto' wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. ==See Also== * [[Setting Odamex up on Debian]] 574e6d8571e2b37c825c68c08aab23000a36a160 2985 2983 2008-01-14T05:59:01Z Russell 4 Probably irrelevant now wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. 01a247985ed6885b6faacbe6142a942977a7e32c 2983 2982 2008-01-12T23:28:26Z Voxel 2 /* Linux */ wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== Once you have built or obtained the binaries, you will need to install and configure [[Timidity]] for music playback. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. b576522f57d4dfefa47c8fad303aac2dc1d0a81e 2982 2981 2008-01-12T23:27:31Z Voxel 2 i'll show you a bloody stub wikitext text/x-wiki As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== You will need to install and configure [[SDL]] and [[Timidity]]. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. 423060592ebc3ccafc50685a872f7c1628957ab7 2981 2803 2008-01-12T23:26:49Z Voxel 2 wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ===Linux=== You will need to install and configure [[SDL]] and [[Timidity]]. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. c1988192f5eb53e6a7e427cc384ca01afb030c21 2803 2802 2007-01-25T07:26:45Z AlexMax 9 wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. 032df5ad43ef32cc7364a3a0112ebc292773db19 2802 2777 2007-01-25T07:25:35Z AlexMax 9 /* Installing a Doom Resource file */ wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of [[User:AlexMax|AlexMax]] 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ==Installing a Doom Resource file== Odamex requires at least one resource file in order to run. Please read the [[FAQ]] for more information about which resource files are supported. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. 690e33b1234d1716fd30a46b90cd0697cda053a3 2777 2776 2007-01-23T20:27:20Z AlexMax 9 wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. Binary packages are built from various SVN snapshots, and the source is a tarballed version of SVN snapshots as well. Please note that ss of [[User:AlexMax|AlexMax]] 14:27, 23 January 2007 (CST), the releases are slightly out of sync, with the Mac version being SVN revision 73, while the Windows release and source tarball are SVN revision 35. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ==Installing a Doom Resource file== Odamex requires at least one of the following resource files, called IWAD's, in order to run. {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The WAD file is the only file that you need, once your game is fully patched, the other files are useless and can be discarded. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. ==Running Odamex== Odamex comes with three binary executables * odalaunch: This is the official Odamex Launcher. Most likely, this is what you will want to use. * odamex: This is the Odamex executable. If you want to hop directly into the program for testing purposes, this is what you want. Please note that there is no "listen server" functionality at this time, and you must connect to a dedicated server to actually play a game. * odasrv: This is the dedicated server executable. b9b15550c081e34aed5fdcf088255dc381c5da1d 2776 2775 2007-01-23T18:48:19Z AlexMax 9 /* Using a Doom IWAD */ wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. ==Installing a Doom Resource file== Odamex requires at least one of the following resource files, called IWAD's, in order to run. {|border=1 |- ! Resource !!Title !!Version !!Availability |- |DOOM1.WAD |[http://www.idsoftware.com Doom 1: Knee-Deep in the Dead] |v1.9 |style="color:orange"| shareware |- |DOOM.WAD |[http://www.idsoftware.com Ultimate Doom] |v1.9 |style="color:red"| commercial |- |DOOM2.WAD |[http://www.idsoftware.com Doom II] |v1.9 |style="color:red"| commercial |- |TNT.WAD |[http://www.idsoftware.com Final Doom: TNT Evilution] |v1.9 |style="color:red"| commercial |- |PLUTONIA.WAD |[http://www.idsoftware.com Final Doom: The Plutonia Experiment] |v1.9 |style="color:red"| commercial |- |FREEDOOM.WAD |[http://freedoom.sourceforge.net FreeDoom] |v0.5 |style="color:green"| free |} The version number is important. There are several versions of most of these resource files floating around, and resources from one version may not work with another, so for consistencies sake the latest version is assumed. If you have a copy of Doom Collectors Edition or a version of Ultimate Doom or Doom 2 that is for Windows 95, then you are using the latest version of those resource files. If you have a copy of Doom or Doom 2 for DOS, please patch your resource file to the latest version. The WAD file is the only file that you need, once your game is fully patched, the other files are useless and can be discarded. Once you have the resource files you want, there are two methods of using the file with Odamex: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Copy the resource files into their own directory, and set the DOOMWADDIR environment variable to this directory. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. 511736f9247071411a1a09b362ccedf4972a2ae6 2775 2774 2007-01-23T18:42:13Z AlexMax 9 wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. ===OS X=== [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. == Using a Doom IWAD == Before we can actually play Odamex, we need to make sure Odamex knows where to find the appropriate IWAD file. There are two ways to do this: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Set the DOOMWADDIR environment variable. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. d83fde1f957c5e71eba4153239a7e061df913486 2774 2771 2007-01-23T18:41:42Z AlexMax 9 wikitext text/x-wiki {{stub}} As of now, binary packages are avalable on the Windows and OS X platforms. For all other platforms, please refer to [[How to build from source]] for compiling instructions for your operating system. == Downloading Odamex == Clicking on any of the operating system icons on the top right hand corner of the web page will take you to the sourceforge download page for the most recent binary or source tarball release for your platform. == Installing Odamex == ===Windows=== Simply unzip the file into its own directory. == OSX == [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. == Using a Doom IWAD == Before we can actually play Odamex, we need to make sure Odamex knows where to find the appropriate IWAD file. There are two ways to do this: * Copy the WAD files we wish to use into the Odamex directory. This is a bit of a kludge, but it works if you're in a hurry. * Set the DOOMWADDIR environment variable. This is the prefered way of using WAD files, as it not only keeps WAD files and program files seperate, it's also recognized by many other source ports as well. Please refer to your operating systems documentation for instructions on how to set environment variables. e81488412757a7c43b7d99aab46d2b2fff205307 2771 2766 2007-01-22T18:32:01Z Voxel 2 /* OSX Installer */ wikitext text/x-wiki {{stub}} == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == OSX Installer == [[Image:OSXInstaller.jpg|thumb||OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. == NSIS Installer == [todo when we actually build the installer] == Using a DOOM IWAD == == Running == 88561cf85d37bf45277cb15280794d70cda35361 2766 2646 2007-01-22T18:20:21Z Voxel 2 wikitext text/x-wiki {{stub}} == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == OSX Installer == [[Image:OSXInstaller.jpg|none|500x200px|OSX installer in action]] Extract the package, step though the installer. You'll need to enter the administrator password when prompted. To run odamex, navigate to the "/Applications/Odamex" folder. == NSIS Installer == [todo when we actually build the installer] == Using a DOOM IWAD == == Running == 93c39bb9c957e61a0e822ce44da9cc96b08110d4 2646 2483 2007-01-09T20:41:50Z Manc 1 wikitext text/x-wiki {{stub}} == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == Installer == [todo when we actually have an installer, probably NSIS] == Using a DOOM IWAD == == Running == d995a1159a0cca7c18318411ce3868ba50764537 2483 2482 2006-10-31T02:22:56Z Manc 1 Reverted edit of 24.12.10.135, changed back to last version by Voxel wikitext text/x-wiki == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == Installer == [todo when we actually have an installer, probably NSIS] == Using a DOOM IWAD == == Running == 7a6c4b4c79dc40a81beb8538b92d2a1c145c2882 2482 1698 2006-10-31T02:22:09Z 24.12.10.135 0 Minor edit wikitext text/x-wiki == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == Installer == [todo when we actually have an installer, probably NSIS] == Using a DOOM IWAD == == Running == Test 71706f9278157d34818c8f0273a23410d82261c1 1698 1697 2006-03-31T06:55:25Z Voxel 2 wikitext text/x-wiki == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == Installer == [todo when we actually have an installer, probably NSIS] == Using a DOOM IWAD == == Running == 7a6c4b4c79dc40a81beb8538b92d2a1c145c2882 1697 2006-03-31T06:53:58Z Voxel 2 wikitext text/x-wiki == Downloading == * Windows * OSX * Sparc * Linux * FreeBSD * OpenBSD * CentOS * RiscOS * ... == Installer == [todo when we actually have an installer, probably NSIS] == Using a DOOM IWAD == a003927b91702bd8c9fa669b08569dfc055f4995 How to play 0 1317 3784 3742 2013-12-13T05:01:13Z HeX9109 64 /* Free For All */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odalaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game Types == Odamex supports a fair share of the essential game types offered by the FPS genre: === Deathmatch === Deathmatch (DM), commonly also called Free For All (FFA), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. accecc7fbd20959826791f8dee85e31352cba2e6 3742 3364 2012-08-10T23:39:41Z HeX9109 64 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odalaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game Types == Odamex supports a fair share of the essential game types offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 8354116a205bdd25223e48b738971ef2167c3653 3364 3349 2008-10-10T10:16:04Z Russell 4 DOOMWADDIR supports only 1 path wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADPATH]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game Types == Odamex supports a fair share of the essential game types offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. c69c5dd59eda6f3cbf9853e9c4217ef80ffe5e54 3349 3341 2008-09-03T09:00:51Z Ralphis 3 Game modes to Game types wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game Types == Odamex supports a fair share of the essential game types offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. d5227b3f7d3bef42d4edce9249746ae207bab50e 3341 3078 2008-09-03T08:22:26Z Ralphis 3 /* Capture the Flag */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf1.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. ae3dd826c60db535a25b0cf8a8fdfea45980b8dc 3078 3077 2008-05-05T14:59:54Z Voxel 2 /* WAD directories */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a [[server]] is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. b7a297422df4f9eacd53e767654cd5328da697f3 3077 2884 2008-05-05T14:59:41Z Voxel 2 /* WAD directories */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The [[client]] will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. d741f32ee004ac08ada3ea3f2232f252a41824ea 2884 2883 2007-03-31T16:56:49Z Voxel 2 /* WAD directories */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please note that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. f4b07631e63f4ec52ee32ab04107f2c23d0191ad 2883 2882 2007-03-29T19:30:04Z GhostlyDeath 32 /* WAD directories */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. If you are playing under Linux, it will search your $(HOME) directory (usually /home/*usernamehere*) for IWADs and PWADs. Please not that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 7f6be7018f261f135c2e27d4f801c200039d9ab3 2882 2881 2007-03-29T19:29:32Z GhostlyDeath 32 /* Game controls */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 70ec209e4350255971a65c5772f3dd3a1ca15a7d 2881 2786 2007-03-29T19:29:15Z GhostlyDeath 32 /* Game controls */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. If you are playing under Linux, it will search your $(HOME) directory for IWADs and PWADs. Please not that in Linux, filenames are case sensitive meaning that files called "DOOM2.WAD" and "doom2.wad" are two seperate files. For best results it is recommended to keep all wad files lowercased. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. ac99253c808ede8121d489e1f0bdeaf3e6a957ae 2786 2773 2007-01-24T01:04:15Z Voxel 2 /* Joining a game */ add FBSD screenshot wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == [[Image:Odamex-r86-fbsd62.png|thumb||Joining a game on FreeBSD 6.2]] If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 70ec209e4350255971a65c5772f3dd3a1ca15a7d 2773 2366 2007-01-23T18:03:05Z Voxel 2 wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. === WAD directories === The client will check the [[-waddir|waddir]] commandline parameter and the [[DOOMWADDIR]] environment variable for WAD paths (both can contain multiple, semicolon delimetered paths, e.g. "c:\wads;c:\odamex"). The client will automatically find and load the appropriate wad when connecting to the server. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. a512ec127aa6de3b99e597c1fa50220578610221 2366 2365 2006-10-02T01:26:09Z 72.165.85.68 0 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. df4a7e5453a1aeea4829d4f53e4914e91df0a9c5 2365 2364 2006-10-02T01:24:20Z 72.165.85.68 0 /* Game controls */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex up and running and select ''options'' on the main menu and then select ''customize controls''. There, you'll see a list of different actions with their corresponding and currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then hit what key you would like to replace the current chosen control. To clear it, hit the backspace key. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. ac5117c7c065f5fc71e37ff226bc418f50d79065 2364 2363 2006-10-02T01:22:56Z 72.165.85.68 0 /* More options */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'', which can be found after having selected ''options'' in the main menu. These options pertain to rendering. There is also the option of adjusting one's video modes that can be located after selecting ''options'' on the main menu. One can adjust his or her resolution to suit his or her desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. cddaec4bd9c1b96a364fab7599c2886785815b31 2363 2362 2006-10-02T01:20:54Z 72.165.85.68 0 /* Cooperative */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons that he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. c4bf1c8b2826fb6e74adb8ceb816bf05ae71d1ce 2362 2361 2006-10-02T01:19:34Z 72.165.85.68 0 /* Free For All */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known simply as deathmatch (DM) or referred to by its acronym as FFA, is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, while facing one or more players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 25dd21fe8169bfeb81b39d2fe529c476ff2bb997 2361 2244 2006-10-02T01:18:12Z 72.165.85.68 0 /* Capture the Flag */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic and team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams, distinguished by the colors red and blue, fight each other. However, the objective is not to rack up the highest amount of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated, so it can score). If the team's flag had already been taken, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. Specifically designed for this game mode, there is an official Odamex map-pack that is titled "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 9cc02b62d318dfd07c79eff2ed747a96da8b7432 2244 2223 2006-07-04T05:38:14Z Nautilus 10 /* Team Deathmatch */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve a higher amount of kills than another team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. For capture the flag, there is an official Odamex map-pack "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 79a4bc6b6d395b34ea8c6daeb195e7857187e669 2223 2209 2006-04-29T18:39:29Z Nautilus 10 wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded anywhere at all or have not been specifically uploaded to the addresses that GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate up and down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can precisely tune your mouse sensitivity. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag, or CTF, draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. For capture the flag, there is an official Odamex map-pack "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. ba34d23c6cbd9c374c8ad75070b6df823e36ca02 2209 2200 2006-04-18T10:12:07Z Voxel 2 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Server|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. For capture the flag, there is an official Odamex map-pack "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 7ec547bc88870cf413ac1b774725d4e55efa51e6 2200 2195 2006-04-16T17:44:03Z 72.165.84.38 0 /* Game modes */ wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. For capture the flag, there is an official Odamex map-pack "odactf.wad". === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 44150ff7318bf2526df497781381e4c54c710a66 2195 1963 2006-04-16T06:34:30Z Nautilus 10 wikitext text/x-wiki Note that this document only covers the basics of software operation and configuration. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == More options == There are many options besides game controls that are available for configuration. There are the ''display options'' which can be found after clicking on ''options'' in the main menu. These options pertain rendering. Further, there is also the option of adjusting one's video modes that can be located after clicking on ''options'' on the main menu. One can adjust his resolution to suit his desires. Also, there is a ''mouse setup'' option, where you can tune your mouse sensitivity precisely. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 0685b85836ff676f6b420d1a7c4809413483837f 1963 1962 2006-04-11T19:28:10Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. Some PWADs will not be found if they have either not been uploaded at all or have not been uploaded to the addresses GETWAD searches in. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 22795bb04bc0bbb412bfa1bed558035c37c77878 1962 1961 2006-04-11T19:10:57Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the leftmost button). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 29c5472ba79585debb775f69ed3374bb0903cbdc 1961 1959 2006-04-11T19:06:30Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list by clicking on the respective button. However, if you would like to refresh an individual server, then highlight it by clicking on it once in the server list, and then click the button for refreshing a server. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 225118209aac15b2dfc687c8346589106c4b6194 1959 1744 2006-04-11T14:52:34Z AlexMax 9 wikitext text/x-wiki Note that this document only covers the basics of software operation. To see how to play Doom from a gameplay standpoint, please see: [[Gameplay]] == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list or just individual servers by clicking on their respective buttons. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 7a8bb30e85c0ee05df872ca384170cfd89e69a81 1744 1715 2006-04-01T18:38:25Z EarthQuake 5 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. After the application loads, it should automatically fetch a list of servers from the master server. If it doesn't, click on the appropriate button on the toolbar. Then, whenever necessary, you may refresh the server list or just individual servers by clicking on their respective buttons. To play, simply click on a server that you'd like to play on and hit the launch button (the first one). It is a good idea to pick servers with a low ping (latency), usually below 150 milliseconds, although different users have different levels of tolerance for high latency. Playing on a server with a low latency will result in a smoother and more accurate game. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 29d806b0207096a1143f540897b64b139fffcb47 1715 1714 2006-03-31T19:31:52Z Nautilus 10 /* Game controls */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then have Odamex running and select "options" on the main menu and then select "customize controls". There, you'll see a list of different actions with their corresponding currently set controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the action for which you'd like to change the control. Then, hit what key you would like to replace the current chosen control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. a1c72e575f85cebaab690cd269ef5553fe100ead 1714 1713 2006-03-31T19:30:03Z Nautilus 10 /* Game controls */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == To customize and adjust your game controls to your own preference, then when you have Odamex running, go to options on the main menu and then to customize controls. There, you'll see a list of different actions with their corresponding default controls. To change a control for an action, just navigate down with the arrow keys and press enter once you reach the control for an action that you'd like to change to change it to another control. To clear it, hit backspace. == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. f63013b7b3fd75d5e9aa9622f40ef30632bc6f9b 1713 1712 2006-03-31T19:26:39Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings. If you do not have the required PWAD(s) that a server is running, you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s) once you decide to connect to the server. == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 3640d91364dc0516fc26950693707b8104a282ee 1712 1696 2006-03-31T19:25:48Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (latency) that ought to recommandably be below 130 ms (milliseconds) for optimal gameplay that runs smoother and faster than the gameplay experienced on servers with higher pings. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 5b83126b2285e3ac865bbd72b3045705ff28ae10 1696 1695 2006-03-31T06:51:37Z Voxel 2 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher|launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. e47440aed50e0b4b82edb3032880f527126c0165 1695 1694 2006-03-31T06:51:25Z Voxel 2 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 641f9f3249dae4030fa2eec6bdd49d9c5ea6634f 1694 1673 2006-03-31T06:51:08Z Voxel 2 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex [[Launcher]], which queries the [[Master|master]] server and lists the public Odamex [[Servers|servers]] that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. It is a good idea to pick servers with low ping (lattency) for a better experience. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. dc1ed617e370b7f76d79b0e5ff64ddb86825b155 1673 1668 2006-03-31T06:21:46Z Nautilus 10 /* Cooperative */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. 03eed5713b20c98d6040b8f4ab75a01be605e634 1668 1666 2006-03-31T06:18:28Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the "odmlaunch" application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. a10625c0cf69f8fb1c08640ba45a64ed39860999 1666 1640 2006-03-31T06:16:27Z Nautilus 10 /* Joining a game */ wikitext text/x-wiki == Joining a game == If you'd like to start gaming, then open up the odmlaunch application that is in the directory to which you installed/unarchived Odamex. This is the Odamex Launcher, which queries the master server and lists the public Odamex servers that are currently running. Click first on the button for refreshing the master server in order to have a fresh list of current public running servers show up. Then, whenever necessary, refresh the server list. To play, simply click on a server that you'd like to play on. If you do not have the required PWAD(s), you do not have to worry most of the time, as GETWAD will automatically search for the needed PWAD(s). == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. 91811efbf146fb7c7bce7bb5d3bc6a4673a26264 1640 1639 2006-03-31T05:42:35Z Voxel 2 /* Free For All */ wikitext text/x-wiki == Joining a game == == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. b820173fddfa20b50051a738e5b7c4c92ddd48cf 1639 1636 2006-03-31T05:42:02Z Voxel 2 wikitext text/x-wiki == Joining a game == == Game controls == == Game modes == Odamex supports a fair share of the essential game modes offered by the FPS genre: === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. 8f8cd5c391a701d81704c5b76d07ae433af507fd 1636 1622 2006-03-31T05:41:03Z Voxel 2 wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Game modes == === Free For All === Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. === Head to Head === If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. === Team Deathmatch === This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. === Capture the Flag === A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. === Cooperative === If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. 5bd53ec26280e301506f33c4192108d51a4468f5 1622 1621 2006-03-31T02:54:30Z 72.165.84.38 0 /* Cooperative */ wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Free For All == Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. == Head to Head == If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. == Team Deathmatch == This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. == Capture the Flag == A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have acquired on that same level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. dae11688d8817cd0dd9fa20116dd470fea3fdf07 1621 1620 2006-03-31T02:53:54Z 72.165.84.38 0 /* Capture the Flag */ wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Free For All == Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. == Head to Head == If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. == Team Deathmatch == This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. == Capture the Flag == A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return one's team's flag, the person who is holding the flag has to be killed. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. ab17b677a22bbcfc1c9d1207bc5ebc70337cdf0c 1620 1619 2006-03-31T02:53:14Z 72.165.84.38 0 /* Capture the Flag */ wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Free For All == Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. == Head to Head == If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. == Team Deathmatch == This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. == Capture the Flag == A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who is holding the flag of the opposite team has to be killed. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. e93959a9613228377073120618c84d30efc0bdcc 1619 1618 2006-03-31T02:51:36Z 72.165.84.38 0 /* Head to Head */ wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Free For All == Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. == Head to Head == If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and many tournaments center on this game mode. == Team Deathmatch == This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. == Capture the Flag == A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who had taken the flag of the opposite team has to be killed. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. cc5e4c36c662677719eecb840c1d2c3b815e7508 1618 1615 2006-03-31T02:50:20Z 72.165.84.38 0 wikitext text/x-wiki Odamex supports a fair share of the essential game modes offered by the FPS genre: == Free For All == Free For All, otherwise known by its acronym as FFA or simply deathmatch (DM), is a game mode that supports up to 16 players at once where the objective is to attain the highest amount of frags and reach the set fraglimit, facing the other players. It is the most basic and played game mode. == Head to Head == If you'd like to be given a break and shift your focus from fighting a plethora of players at once onto battling a single individual, then Head to Head would be the perfect choice. Head to Head, commonly referred to as 1-on-1 or duelling, is a variant of deathmatch where the amount of players playing simultaneously is limited to only two, hence the name "Head to Head". The objective is the same -- to rack up the highest quantity of kills, yet only against one adversary. This game mode particularly allows for high competition among individuals and is centered on in many tournaments. == Team Deathmatch == This is the ideal game mode if you would like to still fight a horde of players yet have some allies back you up. Team Deathmatch is a team-based variant of deathmatch where players are divided into teams determined by color; traditionally blue and red teams. The goal is overall the same, yet a whole team must achieve the highest amount of kills while facing the opposing team. == Capture the Flag == A highly popular and addictive game mode, Capture the Flag draws attention to strategic team-based gameplay. Capture the Flag, like Team Deathmatch, is a team-based game mode, where two teams that are determined by the colors red and blue fight each other. However, the objective does not pertain collecting the highest quantity of frags. Each team has a base with a flag in it that is of the same color as the team to which it belongs (e.g. the red flag belongs to the red team). One team has to capture the flag of the other team while it is still in possession of its own flag (e.g. the blue team has to capture the red team's flag while it still has its own flag and vice versa). Then, the team has to bring the flag to its base to where its own flag is in order to score a point (the blue team takes the red flag and brings it back to its own base to where its own flag is situated to score). If the team's flag had already been captured, then it cannot score until its flag had been returned (if the red team had already taken the blue flag while the blue team has the red flag, then the blue team cannot score unless its flag is returned and vice versa). To return a flag, the person who had taken the flag of the opposite team has to be killed. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players on single-player maps. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level, unless the server has such settings that allow for players to keep their keys, items, and weapons upon respawning. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. 2dbebb885a4853382a1a9f2b07f553bb3084419f 1615 1427 2006-03-31T02:03:17Z EarthQuake 5 wikitext text/x-wiki Odamex supports all of the basic game modes offered by other popular online source ports: == Free For All == Free For All is a term given to deathmatch in which the goal is to kill, or frag, as many other players as possible. The match will end when either someone reaches the fraglimit, or when the allotted time runs out. Killing yourself results in a deduction from your total frags. == Head to Head == Head to Head, commonly referred to as 1-on-1, is a variant of deathmatch where the key characteristic is that there is a maximum of two players playing simultaneously. The dynamics of head to head games are much different than that of a standard free-for-all, because all of the players' attention is directed toward one individual, as opposed to many. Typically, this makes for a much slower-paced game and invokes players to make careful decisions about what to do next. == Team Deathmatch == If you want a break from the usual free-for-all's, and don't really want to get into the complexity of capture the flag, then Team Deathmatch is always an option. Like normal deathmatch games, the goal is to accumulate the most frags, but the climax of this plot is that you have a helping hand. The match will end when a team's total frag count reaches the fraglimit, or when the alloted time runs out. == Capture the Flag == Capture the Flag, like team deathmatch, is a team-based game mode where the goal is to take the opposing team's flag and bring it back to your own. Successfully doing so results in a capture thus adding to the team's score. The game will end when a team reaches a specified number of captures, or when the allotted time runs out. Unlike other team modes, different types of strategies (?) tend to surface in capture the flag, that are formed to help maintain balance in the game. Defense and offense are considered two of these and are pretty self-explanatory. == Cooperative == If going against other players isn't your style, then you can always battle against the monsters with other players. In cooperative games, players work together to complete the level and any existing subsequent ones. When a player dies, he or she starts back at the beginning of the map without any keys, items, or weapons he or she may have accumulated during that level. Since players are not the target of other players, it is worth mentioning that all players are visible on the automap and can even see "through the eyes" of other players. 80137fa610e2016891da1e58e9c8955bca99443d 1427 2006-03-30T18:55:22Z Voxel 2 wikitext text/x-wiki Shoot anything that moves. Excluding your teammates. e6637ea2b09f0878c781179e623e14d503fe6084 How to run a server 0 1316 3939 3803 2019-12-27T20:08:26Z Hekksy 139 /* Software updates */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[sv_usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== See [[sv_gametype]] article. ==== Running a Cooperative server ==== Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about our [[Master|master servers]]. === Software updates === Odamex currently does not support automatic software updates. Thus, server runners are responsible for making sure their Odamex server is up-to-date, as older server versions will not appear on newer versions of the Odamex Launcher. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 1f9eee4e5a86d95a73fa222c18ba83186c96a130 3803 3490 2014-09-05T22:24:19Z Russell 4 spelling wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[sv_usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== See [[sv_gametype]] article. ==== Running a Cooperative server ==== Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about our [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 585a3e0fd7eb5b3447ff7160464e0136a433a3e5 3490 3381 2010-08-25T00:21:32Z Ralphis 3 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[sv_usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[sv_hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the specified map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[sv_gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the sv_gametype article for more information on what modes are currently available in Odamex. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[sv_usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[sv_startmapscript]] and [[sv_endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic map cycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== See [[sv_gametype]] article. ==== Running a Cooperative server ==== Some single player maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 1805f8f711d89a725cfb89bded891b228a72d0cd 3381 3367 2010-01-15T10:46:35Z Ralphis 3 /* Useful settings */ Remove reference to deathmatch cvar, replace with gametype wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[gametype]] x''' -- Sets the indicated game mode, where "x" represents the value of the desired mode. Please refer to the gametype article for more information on what modes are currently available in Odamex. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== See [[gametype]] article. ==== Running a Cooperative server ==== Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 0d893641a4dae7f0582c9b72be37c0c48f819d0e 3367 3366 2008-11-10T00:47:44Z Ralphis 3 /* Setting game modes */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== See [[gametype]] article. ==== Running a Cooperative server ==== Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. c6425e9905f5d833e25e07b8653827194737e697 3366 3332 2008-11-10T00:41:59Z Ladna 50 /* Setting game modes */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== When running a server, the wanted game modes should always be set and others should be unset, for example: * Cooperative: ** set gamemode = 0 * Deathmatch: ** set gamemode = 1 * Team Deathmatch: ** set gamemode = 2 * Capture the Flag ** set gamemode = 3 ==== Running a Cooperative server ==== Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. e664a07e9ff73ee086ce5f7b23d5682bcf40d868 3332 3326 2008-08-11T04:19:23Z Russell 4 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Handy Tips == ==== Setting game modes ==== When running a server, the wanted game modes should always be set and others should be unset, for example: * Cooperative: ** set deathmatch 0 ** set teamplay 0 ** set usectf 0 * Deathmatch: ** set deathmatch 1 ** set teamplay 0 ** set usectf 0 * Teamplay: ** set deathmatch 1 ** set teamplay 1 ** set usectf 0 * Capture the Flag: ** set deathmatch 1 ** set teamplay 1 ** set usectf 1 Not setting these correctly may have unusual/unwanted side-effects on the client or server. ==== Running a Cooperative server ==== Some singleplayer maps with coop spawns aren't designed that well and the map may become unfinishable (doors become unopenable, paths become blocked etc). To mitigate this, set [[emptyreset]] 1, this allows the map to be reloaded each time when everyone leaves. Which has a higher chance of being finished, it also allows a fresh map to be played with all monsters alive again. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. d7d111925501aa862d9e17ac06615672022cbf60 3326 3300 2008-08-07T14:24:32Z Ralphis 3 /* Useful settings */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. ''Check out the [[Basic Server Settings]] article for a longer list of useful settings.'' == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 260c285677b92b48634db3449afeb71f462330d2 3300 3299 2008-08-06T19:17:22Z Ralphis 3 /* Useful settings */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. Check out [[Basic Server Settings]] for a longer list of useful settings. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 340775d1ab8994e8fe0a6a69f0c1e748f024a830 3299 3112 2008-08-06T19:14:12Z Ralphis 3 /* Software updates */ doesn't even exist yet wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === In the future, the server will be able to check and notify you of software updates. In some cases, it will even be able to run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 9c12ec125f0f45abfe7f102bb53001e16e13f507 3112 3111 2008-05-06T11:20:04Z Ralphis 3 whoops take 2 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]]. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]]. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 46dcac0b19a9332e02e808d2d392689434d7f032 3111 3110 2008-05-06T11:19:31Z Ralphis 3 /* = Other commands */ whoops wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. === Other commands === Please see [[:Category:Server commands|Server commands]] == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]] == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 0ab13ace19e114d6d557e47b6437861583a6d3f0 3110 3109 2008-05-06T11:18:47Z Ralphis 3 Added links to [[Server commands]] and [[Server variables]] wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. ==== Other commands === Please see [[:Category:Server commands|Server commands]] == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. === Other variables === Please see [[:Category:Server variables|Server variables]] == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 3abf734d33b69defb6c79d46888388a89f50b496 3109 3067 2008-05-06T11:16:35Z Ralphis 3 /* Basics of Configuring a Server */ small grammar fixes wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. cda19451ea30277fff5721174ad2333603a354c1 3067 3066 2008-05-05T14:43:21Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Master servers === See information about out [[Master|master servers]]. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 693328dbf28c85c23363980712599b2a0a7ced2f 3066 3064 2008-05-05T14:40:53Z Voxel 2 /* Global blacklist */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Master server == See information about the [[Master|master server]]. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 08e04c7e3a1cb8db418b7f5f249ccea2d107f80a 3064 2661 2008-05-05T14:38:40Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. == Master server == See information about the [[Master|master server]]. == Useful commands == ==== rquit ==== You can use [[rquit]] instead of [[quit]] when quickly restarting a server, such as within a script. This will tell clients to reconnect immediately, and would provide a smooth transition. You should start a new server on the same port as soon as possible (otherwise players might get bored of waiting and leave). ==== usemasters ==== [[usemasters]] is used to set your server as either private or public. ==== if ==== The [[if]] command allows to run another command depending on the comparison of a [[cvar]] and a static expression. Allows you to script your server. == Useful variables == [[startmapscript]] and [[endmapscript]] contain the scripts that are to be run during map reloads. This can be used to override cvars, but the scripts cannot issue commands. A more flexible alternative to the classic mapcycling. == Optional Services == We provide a range of extended services for running servers to improve experience of both players and server administrators. === Software updates === The server can check and notify you of software updates. In some cases, it can even run the software update automatically. This will keep your server up-to-date. === Global blacklist === Some computers and/or persons tend to do nothing but cause trouble. Computers can be afflicted by malicious software and there can be particular individuals with ill intent. We track computer addresses that cause trouble on our network and maintain a blacklist. You can use this on your server to block the access of computers that pose a threat. == Getting help == You can easily [[IRC|talk to us]] if you have a specific problem or wish to make a request. 7f65804e3fd7ac1c42153739d6496a30ed8e5c81 2661 2318 2007-01-09T21:11:09Z Ralphis 3 added rcon_password wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. *'''[[rcon_password]] x''' -- Sets a remote password for the server. This allows access to server control from within a client console. "x" is the password used within the server and client to set a password and login respectively. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. 3064e0fadd653b397081563beb5a8d0ccc37cd8b 2318 2317 2006-09-23T20:02:13Z Voxel 2 /* Basics of Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. b91419a179b782f36fdcfd495325873041aeb023 2317 2266 2006-09-23T20:01:51Z Voxel 2 /* Map and WAD cycles */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map and WAD cycles === You may wish to set up a map or wad rotation using the [[addmap]] command. 11648289083def5539a5ee49db5da1da057fb103 2266 2196 2006-08-31T19:37:50Z Voxel 2 /* Map cycles */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map and WAD cycles === You may wish to... f156db51f2da2e53bd27f29a6caf6bf20313c4a0 2196 2133 2006-04-16T06:38:05Z Nautilus 10 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port; the server console will display the port). The server then finds and loads the WAD files (default: odamex.wad and doom2.wad), loads a map, and begins accepting connections. Unless you have made any changes to settings, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map cycles === You may wish to... a720adcc58e4a8db0be44508fe0fc60136cf3789 2133 1723 2006-04-15T16:47:08Z Manc 1 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[command line]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map cycles === You may wish to... 6c9ed0307a4ca7a67cf31846e62ed87fe27bc5dc 1723 1717 2006-04-01T00:03:05Z Deathz0r 6 deathmatch 0 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[commandline]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. '''0''' disables deathmatch and enables co-operative mode. == Further configuration == === Map cycles === You may wish to... 545fd8cd582c91de9c10258fa1ccaf91c8362857 1717 1700 2006-03-31T19:42:58Z Nautilus 10 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[commandline]] [[parameters]]. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 0eadf3527e6e95abe038c88d3babd9ebad1fb930 1700 1699 2006-03-31T06:57:44Z Voxel 2 /* Basics of Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. Unless you have changes something, the server will run with a [[default configuration]]. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 36314c4d6387e84257782513298f4965b2c9381f 1699 1687 2006-03-31T06:56:33Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "[[Server|odasrv]]" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 1bce0204cc8218e035af884902e86eb77ec7c619 1687 1686 2006-03-31T06:44:25Z Voxel 2 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics of Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 632bdbe14b614219486ae352bb998566d04c0551 1686 1685 2006-03-31T06:44:12Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application from the installation directory. You should then automatically have a server up and running with default configuration. == Basics to Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 9d450c80e01532d6a5481e895ce5a0b3b8373607 1685 1684 2006-03-31T06:42:46Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port, the server console will display this port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. You should test the server with a client. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). Check that the server appears listed on a [[Master|master server]]. === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. == Further configuration == === Map cycles === You may wish to... 55d3b74e647f8544ad95b81c1d27f5d3ac473f91 1684 1683 2006-03-31T06:40:50Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. === Public/private server === First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately. If you are running a public server, it is a good idea to give it a name. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type '''[[hostname]] "x"''' into the server console, where "x" is the name of the server (with quotes included). === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. === Map cycles === You may wish to... 25c516826b98b52951444782ef8b7c651e1f2821 1683 1682 2006-03-31T06:37:57Z Voxel 2 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == The server can be started with, or without [[commandline]] parameters. The default behaviour is to bind to local UDP port 10666 (or the next available port). The server then finds and loads the wad files (default: odamex.wad and doom2.wad), loads a map and begins accepting connections. First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. === Public server === The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included). === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. === Map cycles === You may wish to... bb4c7344b20311ee817bfb3fa4215de5dded14b9 1682 1681 2006-03-31T06:33:25Z Voxel 2 /* Map cycles */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. === Public server === The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included). === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. Also check out the [[commandline]] parameters. === Map cycles === You may wish to... 0e985c0e80eb36043e50cd8c3d54aa795b2b9f89 1681 1680 2006-03-31T06:33:07Z Voxel 2 /* Useful settings */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. === Public server === The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included). === Useful settings === Then you can customize server settings with [[:Category:Server variables|variables]] and [[:Category:Server commands|commands]]. Here are a few examples to get you going: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. Also check out the [[commandline]] parameters. === Map cycles === e1a4b3e90ecffb42828714f0dae2571f94679d49 1680 1679 2006-03-31T06:30:57Z Voxel 2 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. === Public server === The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name a public server you must type in the text box on the bottom of odasrv '''[[hostname]] "x"''', where "x" is the name of the server (with quotes included). === Useful settings === Then you can further customize server settings with more variables and commands listed below: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. More server variables can be found on the [[:Category:Server variables|server variables]] page. Also check out the [[commandline]] parameters. 0ce784f305eee940436c92083891e4c9f242e1af 1679 1678 2006-03-31T06:28:46Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. More server variables can be found on the [[:Category:Server variables|server variables]] page. 0501ff75a295f78453be7b86507ce7a5e73340f5 1678 1677 2006-03-31T06:28:39Z Voxel 2 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. More server variables can be found on the [[Category:Server variables|server variables]] page. b770dd655a832351ff4c7ffca5f1e57bb17f5993 1677 1654 2006-03-31T06:28:10Z Voxel 2 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''[[wad]] x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''[[map]] MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''[[deathmatch]] x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''[[sv_cheats]] x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. More server variables can be found on the [[http://odamex.net/wiki/Category:Server_variables|server variables]] page. 41884cfbd5d503f6a1f4d1b40cd49059c84ecdc2 1654 1653 2006-03-31T06:01:53Z Nautilus 10 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. More server variables can be found here. [[http://odamex.net/wiki/Category:Server_variables]]. c1a25e59b678f175b01e5afe55a43cb94900ac9b 1653 1645 2006-03-31T06:01:39Z Nautilus 10 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. More server variables can be found here [[http://odamex.net/wiki/Category:Server_variables]]. a09e448961a1050ab96785f504a630e2c0e3b5eb 1645 1642 2006-03-31T05:49:56Z Nautilus 10 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. *'''sv_cheats x''' -- Enables/disables cheats, where "x" can represent either true or false values (0 and 1). When it is set to '''1''', cheats will be enabled, whereas when it is set to '''0''', the default value, then cheats will be disabled. 9520acc785f8205f22cb0212dd124bd5c57765ba 1642 1641 2006-03-31T05:47:59Z Nautilus 10 /* Basics to Configuring a Server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch x''' -- Sets the indicated deathmatch mode, where "x" represents the value of the desired deathmatch mode. '''1''' would be regular deathmatch, while '''2''' would be altdeath deathmatch. 60d6d347bfe555d6d6c585c8513bf0f902d9bbd9 1641 1638 2006-03-31T05:45:56Z Nautilus 10 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostname "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch 50979b1245a8ec628756f43b9c8dbaa705ebf5f6 1638 1637 2006-03-31T05:42:00Z Nautilus 10 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a Server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostmask "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch 46d852e57f1de19399b26f1758adb9e28c49428f 1637 1635 2006-03-31T05:41:32Z Nautilus 10 /* Configuring a server */ wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Basics to Configuring a server == First of all, decide if you want your server to be displayed on the Odamex public server list. Set [[Usemasters|usemasters]] appropriately to your own convenience and decision. The following step to configuring your server that would be the best would be to name your server in order to allow for people to know more about who is running it and what game mode and WAD are being run on it. You can name it whatever you choose, but if you want to provide insight reflecting what kind of WAD and game type is being run on it, then do so. To name your server you must type in the text box on the bottom of odasrv '''hostmask "x"''', where "x" is the name of the server (with quotes included). Then you can further customize server settings with more variables and commands listed below: *'''wad x.wad''' -- Loads the given PWAD, whose name is to be typed in place of the "x". *'''map MAPxx or ExMx''' -- Goes to the indicated map, where the "x"'s represent digits such as "01" for MAP01. "ExMx" is used when the Ultimate Doom or Shareware Doom is being run, where the "x"'s also represent digits, such as "1" and "1" for E1M1 *'''deathmatch c9a6fec04fd41a348d21b349cdaedb1b6f14d1bc 1635 1577 2006-03-31T05:16:40Z Nautilus 10 wikitext text/x-wiki If you would like to run a server, then simply run the "odasrv" application that is in the directory that you installed/unarchived Odamex to. You would then automatically have a server up and running. == Configuring a server == First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters|usemasters]] appropriately. 794a22623b9a8dc906a480cc05f63ffd62b138a4 1577 1576 2006-03-30T22:01:05Z Voxel 2 wikitext text/x-wiki svn co svn://odamex.net make ./odasrv == Configuring a server == First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters|usemasters]] appropriately. fa07704a5c885aa0ee0940c89d54c2ba96aba09f 1576 1426 2006-03-30T22:00:48Z Voxel 2 wikitext text/x-wiki svn co svn://odamex.net make ./odasrv == Configuring a server == First of all, decide if you want your server to be advertised on the odamex public server list. Set [[Usemasters]] appropriately. 1e27cb1ff888e4f4d30dca965bbf16c0b1f63979 1426 1425 2006-03-30T18:54:42Z Voxel 2 wikitext text/x-wiki svn co svn://odamex.net make ./odasrv 103a80308eca3aaa1fa9f57d67373e1f11017edb 1425 2006-03-30T18:54:31Z Voxel 2 wikitext text/x-wiki svn co svn://odamex.net make ./odasrv 7daf8f1e56b92894a4e77012375dc34b631a5e07 Hud targetcount 0 1591 3148 2008-05-24T03:44:22Z GhostlyDeath 32 wikitext text/x-wiki ===hud_targetcount=== Minimum: 0 Maximum: 64 Default: 2 This variable adds a limit to the names that appear when target names is enabled. [[Category:Client_variables]] 7c2b3d215d6905c27ab79a76cd8c5a04b25f9c8d Hud targetnames 0 1589 3141 2008-05-24T00:18:15Z GhostlyDeath 32 wikitext text/x-wiki ===hud_targetnames=== 0: Disable name targetting.<br> 1: Enable name targetting.<br> When this is enabled, you will be able to see people's names on a list at the bottom of the screen. [[Category:Client_variables]] 853a378ce985993de53429b5d4c18bcc0b04d087 IRC 0 1312 3229 3036 2008-06-14T05:07:06Z Russell 4 wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recommended IRC clients are: * [http://www.mirc.com mIRC]: Windows client (GUI, Shareware). * [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source) * [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source) Online based IRC clients: * [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java) ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as bestiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Dropping lines such as "Odamex does not work" or "Odamex crashes" and then not telling us WHY it does what it shouldn't, comments like these will just be discarded by devs or other staff members by default. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] * Clan related activity should be moved to an appropriate channel/network '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link 3de7caea2d80e6222e87116d7f26e5b7c58548c4 3036 2994 2008-05-05T04:40:42Z Russell 4 wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recommended IRC clients are: * [http://www.mirc.com mIRC]: Windows client (GUI, Shareware). * [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source) * [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source) Online based IRC clients: * [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java) ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] * Clan related activity should be moved to an appropriate channel/network '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link d0e054254da4b4a4d41ae64a6c53d4d191218214 2994 2993 2008-02-28T01:16:48Z Russell 4 wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recommended IRC clients are: * [http://www.mirc.com mIRC]: Windows client (GUI, Shareware). * [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source) * [http://www.irssi.org irssi]: Windows/UNIX client (Terminal, Open Source) Online based IRC clients: * [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java) ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link e6664b01c19a28715eec9fb4d3ce64253eb8d280 2993 2992 2008-02-28T01:14:04Z Russell 4 fix ups, removing duplicate text wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recommended IRC clients are: * [http://www.mirc.com mIRC]: Windows client (GUI, Shareware). * [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source) * [http://www.irssi.org irssi]: UNIX client (Terminal, Open Source) Online based IRC clients: * [http://irc.netsplit.de/webchat/?net=OFTC&room=%23odamex netsplit.de] Web/browser-based client (Java) ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * [irc://irc.oftc.net/odamex #odamex] mIRC/X-Chat connect link 47ca4aa3be43766aafefd68fac375cd471b76d67 2992 2989 2008-02-28T01:02:36Z Russell 4 sp, clean ups, etc wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recommended IRC clients are: * [http://www.mirc.com mIRC]: Windows client (GUI, Shareware). * [http://www.xchat.org X-Chat]: Windows/UNIX client (GUI, Open Source) * [http://www.irssi.org irssi]: UNIX client (Terminal, Open Source) ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * mIRC connect link: [irc://irc.oftc.net/odamex here] ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 2ae60ab1318640bc7654b7c2da41be1104a1ff45 2989 2963 2008-01-22T01:10:12Z Russell 4 Moved stuff around, added a couple more rules wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats, harassment and even just calling people names and/or being derogatory will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. * Away messages, noone cares about them, you can find a good article about them [http://www.xs4all.nl/~hanb/documents/away_msgs.html here] '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * mIRC connect link: [irc://irc.oftc.net/odamex here] ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 2f78426105c9886313a40ce18c688a3d2a0b2f14 2963 2923 2007-11-23T09:09:49Z Russell 4 sp and link wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> * mIRC connect link: [irc://irc.oftc.net/odamex here] ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcohol or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 237074ea4ab272e9ff46b466240585bd19911c21 2923 2918 2007-05-04T20:13:04Z Manc 1 wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest, dd comix (and all remakes/parodies/derivatives) and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 38a3385e762f0e10930ca1867753d81e5a7b9938 2918 2917 2007-04-17T06:11:48Z Manc 1 /* What are the rules of #odamex? */ wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll usually make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) f5d936340534ea9e7f59d56a6ffce588e8484b6e 2917 2916 2007-04-17T06:10:51Z Manc 1 /* What is IRC? */ wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so read the {{wikipedia|IRC}} wikipedia article for more information. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 5fcc1788a094ce7e17afa8ce23ba1ca9fe42fcaa 2916 2915 2007-04-17T06:08:41Z Manc 1 /* What are the rules of #odamex? */ wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat - we understand that this is a fun, open community, but this place is also primarily for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 4b8fab20c325016c13c41051520f41fa742fdc3e 2915 2914 2007-04-17T06:07:40Z Manc 1 /* What are the rules of #odamex? */ wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat, this place is for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change (we'll make an announcement to such), so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 92887e6f7685f402b8af9b61e80c05579becd0da 2914 2913 2007-04-17T06:02:32Z Russell 4 wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat, this place is for Odamex and anything directly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 1e3dbe2995ce327de5c7a8d65db83b415a28f2c3 2913 2868 2007-04-17T06:01:26Z Russell 4 This has been happening a lot lately wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com NSFW) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Continuous offtopic chat, this place is for Odamex and anything directly/indirectly related to it. * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced and can change, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 4f7798448de3243092f5471ce1b659ce4a13cc4f 2868 2812 2007-03-01T05:23:07Z Ralphis 3 /* What are the rules of #odamex? */ Intoxication addition wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Rambling on in the channel while intoxicated under the influence of alcoholic or drugs. Please do not force us to babysit you. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 63a2bdc0a391b43d6e80a911a351805bbe64d6fa 2812 2811 2007-01-25T19:56:06Z Manc 1 /* What happens if a rule is broken? */ More formatting wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 7a0b44908de90be0477bfffe7e6e2ab6c2c6b7bd 2811 2810 2007-01-25T19:53:59Z Manc 1 /* What happens if a rule is broken? */ Add back more detailed info, cleaned up wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban More severe consequences are in place to help protect our users, these include: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen. We honestly do not want to take action against anyone causing trouble. The best thing you can do is help us to keep the community strong and keep such trouble-makers out of it. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 61a896752f0177be37d40b2861b53c3452218e6f 2810 2809 2007-01-25T19:49:20Z Manc 1 Minor rearrangement wikitext text/x-wiki ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) e3e8a54e9148226b76e5c61be9891b6570675edd 2809 2807 2007-01-25T18:11:41Z Deathz0r 6 wikitext text/x-wiki ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugs|bug tracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugs|bug tracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) 44a83bad0f364e150454871104399eed847041ec 2807 2806 2007-01-25T17:57:45Z AlexMax 9 wikitext text/x-wiki ==Where is #odamex located?== * Server: <tt>irc.oftc.net</tt> * Channel: <tt>#odamex</tt> ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==What is #odamex?== <tt>#odamex</tt> is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugtracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugtracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) dfbb69bcc6e01692967d7aa71389e36d679039cf 2806 2696 2007-01-25T17:55:35Z AlexMax 9 wikitext text/x-wiki ==Where is #odamex located?== Server: irc.oftc.net Channel: #odamex ==What is IRC?== IRC stands for Internet Relay Chat. By using an IRC client to connect to a certain server and channel, you can communicate with the development team and other fans of Odamex in real time. Knowing the ins and outs of IRC is beyond the scope of this document, however, so googling the internet for an IRC tutorial might be a wise idea. Some recomended IRC clients are: * [http://www.mirc.com mIRC]: The de-facto Windows IRC client. * [http://www.xchat.org X-Chat]: The de-facto cross-platform IRC client. * [http://www.irssi.org irssi]: The de-facto unix commandline IRC client. ==What is #odamex?== #odamex is the name of the channel on the OFTC IRC server where developers and fans of Odamex can discuss various aspects of Odamex, from general Odamex chat to more specific things like suggestions for the website. Please note that bug reports, while appreciated, will not be responded to unless they have been posted in the [[Bugtracker]]. ==What are the rules of #odamex?== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel. Some of the more obvious rules are as follows: * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Discussions about (selling) drugs * Trading/linking warez and/or warez sites * Linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) is not tolerated. * Topics such as Beastiality, rape, incest and pedophilia are obviously prohibited In addition, there are a few more rules that are a little less obvious, but just as important: * Venting on something. Please, do it somewhere else. * Source port wars, including "Odamex is better than port X" or vice versa. * Details of cheating or hacking methods in Odamex. If you have found a way to cheat or exploit in Odamex, please report it on the [[Bugtracker]]. '''These rules will be enforced, so please be aware.''' ==What happens if a rule is broken?== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Said consequences range from verbal warnings, both private and public, all the way up to and including perminant exclusion from the channel through use of kickbans. ==Those are an awful lot of rules== That's not a question. ==Why so many rules?== They only look that way on paper. In reality, if you are a well behaved IRC citizen, you will rarely run into problems. In a nutshell, please just be a good IRC citizen, we honestly do not want to take action against anyone causing trouble. The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== * [irc://irc.oftc.net/odamex #odamex] (requires an IRC client) * [http://irc.netsplit.de/webchat/?net=OFTC Web-based IRC client] (requires Java) d5cf094f5606efffe30c35b34c6aff55443f80ef 2696 2690 2007-01-18T12:28:15Z Deathz0r 6 typo wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bugs belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be courteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X is better than Odamex" '''or vice-versa''' that degrade to mindless babble are not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. '''These rules will be enforced, so please be aware.''' ===Consequences=== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban duration: ** 1 hour ** 1 day ** 1 week More severe consequences are in place to help protect our users, these are: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== [irc://irc.oftc.net/odamex #odamex] a9369c0cfe8bb0cc0abac5d469985069dab54f98 2690 2554 2007-01-15T23:05:45Z Manc 1 /* General Rules */ wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bugs belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X is better than Odamex" '''or vice-versa''' that degrade to mindless babble are not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. '''These rules will be enforced, so please be aware.''' ===Consequences=== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban duration: ** 1 hour ** 1 day ** 1 week More severe consequences are in place to help protect our users, these are: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== [irc://irc.oftc.net/odamex #odamex] 535ec945a6926b30bbcf2e84725074aaa6d04cf9 2554 2507 2006-11-10T01:16:28Z Manc 1 /* Overview */ wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bugs belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X is better than Odamex" '''or vice-versa''' is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. '''These rules will be enforced, so please be aware.''' ===Consequences=== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban duration: ** 1 hour ** 1 day ** 1 week More severe consequences are in place to help protect our users, these are: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== [irc://irc.oftc.net/odamex #odamex] fc3f6fe2e9338e2bf322c51a35bda852eb9220fe 2507 2506 2006-11-05T00:38:07Z Russell 4 wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bug's belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X is better than Odamex" '''or vice-versa''' is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. '''These rules will be enforced, so please be aware.''' ===Consequences=== As a general follow-up to rules, some consequences must be put in place if one breaks the rules. Here is a small list of what consequences exist, which will be put in order upon breach of the rules: * A warning. * A second warning. * Kick-ban duration: ** 1 hour ** 1 day ** 1 week More severe consequences are in place to help protect our users, these are: * An auto-kick for a month * An auto-kick for an entire year * Permanent auto-kick. As a conclusion on a personal level, please just be a good irc citizen, we honestly do not want to take action against anyone causing trouble, The best thing you can do is help us, to keep the community strong and keep such trouble-makers out of it. ==External Links== [irc://irc.oftc.net/odamex #odamex] c3dde6ac1230d2381709b76c5f72d332ef785c15 2506 2505 2006-11-05T00:12:47Z Russell 4 wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bug's belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, doing this fills up logs and wastes disk space, we have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X port is better than Odamex" '''or vice-versa''' is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. ==Consequences== OH CRAP RAN OUT OF TIME BBL ==External Links== [irc://irc.oftc.net/odamex #odamex] 66dab85fe55af886aa5e27e391f9a4a0783ad85d 2505 2504 2006-11-04T21:56:01Z Manc 1 /* General Rules */ A couple of additional changes wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bug's belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, a lot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X port is better than Odamex" '''or vice-versa''' is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Discussing outright volatile hacks and exploitable cheats. There are [http://odamex.net/bugs better avenues] for that sort of stuff that'll help instead of hurt. ==Consequences== OH CRAP RAN OUT OF TIME BBL ==External Links== [irc://irc.oftc.net/odamex #odamex] 8210929429f4a6ef32d9af5990768a49b55916ca 2504 2503 2006-11-04T21:36:34Z Manc 1 /* General Rules */ Add pastebin link wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bug's belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space. We have a [http://odamex.net/pastebin pastebin] for that. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, alot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X port is better than Odamex" or vice-versa is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Cheating in Odamex or providing cheats. ==Consequences== OH CRAP RAN OUT OF TIME BBL ==External Links== [irc://irc.oftc.net/odamex #odamex] 8f5aa2456dd2422e12ba3cd3d407031372b443b1 2503 2305 2006-11-04T21:13:56Z Russell 4 wikitext text/x-wiki ==Overview== The Odamex IRC (Internet Relay Chat) channel provides a place where users can discuss various aspects of Odamex, for example * Construction of wiki articles. * Site suggestions. * Anything else that is relevant (things such as bug's belong in [[Bugs]]) ==General Rules== For any basic service provided by anyone, some rules must be followed, and these are some for the IRC channel: * Be curteous, polite and respectful of other users * Spamming will not be tolerated, such as posting huge loads of text into the channel, things like this take up huge amounts of disk space. * Racism, hate, threats and harassment will not be tolerated. * Venting on something, alot of this happens, please, do it somewhere else. * The following discussion are definitely not allowed: ** Discussions about "X port is better than Odamex" or vice-versa is not tolerated. ** Discussions about (selling) drugs ** trading/linking warez and/or warez sites ** linking porn sites (including pay sites) and/or disturbing/disgusting images (eg rotten.com) ** Beastiality, rape, incest and pedophilia. ** Cheating in Odamex or providing cheats. ==Consequences== OH CRAP RAN OUT OF TIME BBL ==External Links== [irc://irc.oftc.net/odamex #odamex] 13b5dbaf6c77ede0a0ebfb59252049872c3f7799 2305 2304 2006-09-21T21:31:00Z 86.143.3.146 0 wikitext text/x-wiki One of our preferred methods of communication and discussion is [http://en.wikipedia.org/wiki/Internet_Relay_Chat Internet Relay Chat]. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks and verifies [[svn]] commits. [irc://irc.oftc.net/odamex #odamex] d8db8145dde67889b20444ae912a97b28a2da398 2304 2215 2006-09-21T21:30:16Z 86.143.3.146 0 wikitext text/x-wiki One of our preferred methods of communication and discussion is [http://en.wikipedia.org/wiki/Internet_Relay_Chat Internet Relay Chat]. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits. [irc://irc.oftc.net/odamex #odamex] 23108bd7b62e24d9162a477164ee36d3b591edd0 2215 2207 2006-04-20T22:12:13Z Voxel 2 wikitext text/x-wiki One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits. [irc://irc.oftc.net/odamex #odamex] 8a58a6c71d344ffbf92baacd1758ff6f0134f1ff 2207 2206 2006-04-17T01:56:04Z Ralphis 3 wikitext text/x-wiki One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits. irc.oftc.net #odamex 60c7a9c9d8246d32b86e27539189dfd87fa7e59e 2206 1400 2006-04-16T21:15:53Z Nautilus 10 wikitext text/x-wiki One of our preferred methods of communication and discussion is Internet Relay Chat. The official Odamex channel is located on the OFTC network (irc.oftc.net). Atendees are expected to follow standard etiquette. The channel is home to ''odasvn'', a bot that tracks [[svn]] commits. d0c052b71dc9b3ce5ab1d541a7ecb21fb063903d 1400 2006-03-30T18:25:51Z Voxel 2 wikitext text/x-wiki One of our preferred forms of communication and discussion is Internet Relay Chat. The official odamex channel is located on the oftc network (irc.oftc.net). Atendees are expected to follow standard netiquette. The channel is home to odasvn, a bot that tracks [[svn]] commits. 2bf090110014a46195e2ecfeaafa675886c4133b Idclev 0 1434 2175 2006-04-16T04:56:56Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===idclev=== Allows the player to warp between levels. This is only relevant to Doom singleplayer and will bear no significance on multiplayer servers. [[Category:Client_commands]] 57a4eebb498090684bf233e5de53345c80e50a63 Idclip 0 1433 2174 2006-04-16T04:55:29Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===idclip=== Allows the player to walk through all objects. See also: [[noclip]] [[Category:Client_commands]] 200bbb311ee746acd12582574ba720d44afd85e0 Iddqd 0 1431 2172 2006-04-16T04:54:27Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===iddqd=== Makes the player invulnerable. See also: [[god]] [[Category:Client_commands]] daf2447cc13ce328c8033c92742e405a86634d07 Idmus 0 1437 2180 2178 2006-04-16T05:01:10Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===idmus=== This command allows your client to switch between a wad's music tracks. ''Ex. If you wanted the map03 music of a wad to play you would use the command '''idmus 03'''. This does not have to be typed in console. This is a debatable cheat. Please see discussion. See also: [[changemus]] [[Category:Client_commands]] 6194b1173500aa7203f85332f9df76af18c20ea8 2178 2006-04-16T05:00:17Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===idmus=== This command allows your client to switch between a wad's music tracks. ''Ex. If you wanted the map03 music of a wad to play you would use the command '''idmus 03'''. This should not have to be typed in console. This is a debatable cheat. Please see discussion. [[Category:Client_commands]] 0bd5349df4bb435f26dbbe15644b10f1dfb29dbd If 0 1546 2878 2007-03-25T08:05:48Z Killingblair 27 wikitext text/x-wiki The if command is very simple. The syntax looks like this: if CVAR[1] eq VALUE[1] CVAR[2] VALUE[2] For example: if deathmatch eq 1 skill 5 If statements can be put into a [[startmapscript]] or an [[endmapscript]]. cfc1c24e8daf8506a5abf44a2a3e42c6bc184e04 Impulse 0 1451 2234 2006-05-03T15:47:28Z AlexMax 9 wikitext text/x-wiki ===impulse ''impulse''=== Sets the current weapon to weapon number ''impulse''. Valid inpulses are: *1 (Chainsaw and Fist) *2 (Pistol) *3 (Super Shotgun and Shotgun) *4 (Chaingun) *5 (Rocket Launcher) *6 (Plasma Rifle) *7 (BFG 9000) [[Category:Client_commands]] 98ebc22c43d0e0b563f53eea83186c1d09839d65 Incompatibilities 0 1311 2667 2477 2007-01-09T21:54:54Z Ralphis 3 wikitext text/x-wiki {{stub}} * Due to a bug in WindowsBlinds, the Odamex client was found to leak memory and silently crash as it exits when running with WindowsBlinds turned on. 2b2711d4ebd83b2966a8f6f441c8ac1aae4044c9 2477 2476 2006-10-31T01:50:10Z Voxel 2 wikitext text/x-wiki * Due to a bug in WindowsBlinds, the Odamex client was found to leak memory and silently crash as it exits when running with WindowsBlinds turned on. f0e5e2383c43dbe77b437f8c4640994ae40e2890 2476 1394 2006-10-31T01:49:23Z Voxel 2 wikitext text/x-wiki * Due to a bug in WindowsBlinds, odamex was found to leak memory and silently crash as it exits when running with WindowsBlinds tuend on. 22b1de0dd456d97f87fcdbfb924ecd38a0a0b99a 1394 2006-03-30T18:10:27Z Voxel 2 wikitext text/x-wiki Odamex was found to leak memory and silently crash as it exits when running with WindowsBlinds. This is a bug in WindowsBlinds. 07ea3580f074a7566820ec5bea7596e13128a19c JackPasley356 0 1803 3702 2012-07-11T20:31:38Z 188.167.53.80 0 Created page with "As patients, we all for example to feel our doctors are on finest of their game -- they know everything there is to understand around our specific health problem. We for exam..." wikitext text/x-wiki As patients, we all for example to feel our doctors are on finest of their game -- they know everything there is to understand around our specific health problem. We for example to believe this due to the fact we are putting our well being and our lives in their hands. [http://www.nordellaw.com/about/lawyers/kashmir-gandham/ Satnam Gandham However, what we really have to be thinking is how can doctors stay current on all of the new developments, knowledge and recommended treatments readily available? After all, you'll find so plenty of new medical findings/reports given everyday3 it truly is impossible for anyone doctor to remain current in all locations of medicine. It is even a trouble for a physician to remain existing in 1 specialized area of medicine. Yes, doctors are essential to take continuing education classes, but the number of hours essential per year is minimal compared to all the new medical data offered each and every day. To stay present, doctors need to generate a concerted effort to learn what exactly is new in their particular practicing area. Doctors who are professional lecturers even hire full-time workers to evaluation all the on the market new medical information. That is how they remain current and can be considered experts. The point of sharing these thoughts with you is, no matter how fine your doctors are there may well come a day as soon as they cannot solution your particular questions. They could not know around a specific new therapy, may well not recognize about a alter at the present regular of care. You, the patient, could possibly come across your self educating your doctors around something you've got read. Think this isn't most likely to occur, then believe again! This occurs much more normally than we which include to admit. Here is an example of a genuine-life situation a friend recently shared with me . . . Sarah (not her actual name) lately told me she were feeling particularly tired and was gaining weight. Her physician was operating a couple of blood tests and was checking her thyroid function. She would comprehend around her test leads to a couple of days. A few days later she told me her blood tests came back good, within the typical lab ranges. I asked her what her TSH value was and she said it was Her physician idea they could repeat tests in about 3 months. [http://www.profilecanada.com/companydetail.cfm?company=675961_Gandham_S_S_MD_Richmond_BC Gandham Satnam] I was shocked to hear her doctor idea a TSH of 8 was typical. I notion she was in all probability becoming hypothyroid. I explained to her that the American Association of Clinical Endocrinologists (AACE) established new tips and hints in 2003 for the TSH range along with the new regular selection for TSH is now three to 0 Using this narrower wide variety, Sarah would be regarded as hypothyroid (not sufficient thyroid hormone) and could be given thyroid supplements. Sarah's scenario is simply one example of a doctor not realizing the latest data. In case you acquire your self in a exact same situation, here are several helpful suggestions once educating your doctor: [http://www.bbb.org/mbc/business-reviews/optometrists/dr-ls-gandham-optometric-corporation-in-burnaby-bc-1247352 Satnam Gandham] ecf9478584d113b9906f3bb72e10ab211e1ab9b2 Join 0 1580 3044 2008-05-05T12:55:07Z Ralphis 3 wikitext text/x-wiki ===join=== Using this command will join an active game from spectator mode. Also see: [[spectate]] [[Category:Client_commands]] 08fe8b85ac3b06f5fcc8b847683bb86fca56188a Join password 0 1682 3409 2010-08-06T03:56:28Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#password]][[Category:Server_variables]] c21a299d1648d99c3c50a84d1f94c838d93d803a KarmenGrundy261 0 1774 3673 2012-07-10T15:18:09Z 86.126.71.226 0 Created page with "A [http://worldclocksite.com world clock] is a tool used to designate , keep, and co-ordinate time. The [http://worldclocksite.com world clock ap] is derived ultimately (vi..." wikitext text/x-wiki A [http://worldclocksite.com world clock] is a tool used to designate , keep, and co-ordinate time. The [http://worldclocksite.com world clock ap] is derived ultimately (via Dutch, Northern French, and Medieval Latin) from the Celtic words clagan and clocca meaning "bell". A silent tool missing such a mechanism has traditionally been known as a timepiece. Generally usage today a "clock" refers to any device for valuing and displaying the [http://worldclocksite.com/time-zones/ time zones map]. Watches and other timepieces that can be carried on one's someone are often distinguished from clocks. e2f729738eda73d90ca3c10cfbd0e083d43ef15e Kickban 0 1607 3212 2008-06-06T21:34:44Z Nes 13 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists#kickban]][[Category:Server_commands]] 66f91bdfc36790e8c13dd841e04641d7040f55e2 Kill 0 1371 1833 1774 2006-04-04T17:15:54Z Voxel 2 /* kill */ wikitext text/x-wiki ===kill=== Kills the player. There are built-in timeouts to prevent abuse. [[Category:Client_commands]] 90735f68799865bffc2341b27a10ad271ae56d32 1774 1752 2006-04-03T19:24:20Z AlexMax 9 wikitext text/x-wiki ===kill=== Kills the player. [[Category:Client_commands]] 63b478a79d77e466e7223b0ad4f9883df4b81529 1752 2006-04-03T19:13:31Z AlexMax 9 wikitext text/x-wiki '''kill''' Kills the player. [[Category:Client_commands]] be25c5efd51609cdf313c82c04afed71d80dff68 Konulupornovideo 0 1793 3692 2012-07-11T12:50:29Z 92.44.156.79 0 Created page with "En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno...." wikitext text/x-wiki En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno.net birbirinden güzel katagorilerle sizlere daha iyi hizmet verebilmek için hergün yüzlerce video eklemektedir.Siz değerli ziyaretçilerimize takılma olmaksızın ve ileri geri sarılabilen oynatıcımızla rahatlıkla videolarınızı izleyip cinsel ihtiyacınızı giderebilirsiniz. En kaliteli <a href="http://www.konuluporno.net/kategori/Porno-Video" title="porno video">porno video</a> yayını yapan sitemiz sizler için en güzel videoları ileri geri sararak izlemek istediğiniz bölümü rahatlıkla izleyebilir ve reklamsız izlemenin keyfine varabilirsiniz.Saniyede milyonlarca kişinin porno izlediği dünyada reklamsız ve güvenilir porno sitesi bulmak zorlaştığından dolayı sizlere daha güzel hizmet verebilmek için sitemize reklam almıyoruz.Sizlerde rahatlıkla porno izlemek isterseniz adresimiz olan www.konuluporno.net adresine siz değerli ziyaretçilerimizi bekliyoruz. 0676631d2670e4273d68660bdc735749661b3e03 Konulupornovideo1 0 1794 3693 2012-07-11T15:58:01Z 92.44.184.158 0 Created page with "En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno...." wikitext text/x-wiki En güzel ve en kaliteli yayın yapan sitelerin başını çeken bir sitemizden bahsedeceğiz sizlere.Aralarında binlerce HD kalitede porno video izleten sitemiz konuluporno.net birbirinden güzel katagorilerle sizlere daha iyi hizmet verebilmek için hergün yüzlerce video eklemektedir.Siz değerli ziyaretçilerimize takılma olmaksızın ve ileri geri sarılabilen oynatıcımızla rahatlıkla videolarınızı izleyip cinsel ihtiyacınızı giderebilirsiniz. En kaliteli <a href="http://www.konuluporno.net/kategori/Porno-Video" title="porno video">porno video</a> yayını yapan sitemiz sizler için en güzel videoları ileri geri sararak izlemek istediğiniz bölümü rahatlıkla izleyebilir ve reklamsız izlemenin keyfine varabilirsiniz.Saniyede milyonlarca kişinin porno izlediği dünyada reklamsız ve güvenilir porno sitesi bulmak zorlaştığından dolayı sizlere daha güzel hizmet verebilmek için sitemize reklam almıyoruz.Sizlerde rahatlıkla porno izlemek isterseniz adresimiz olan www.konuluporno.net adresine siz değerli ziyaretçilerimizi bekliyoruz. 0676631d2670e4273d68660bdc735749661b3e03 LOCINFO 0 1826 3757 3756 2012-11-24T22:33:08Z AlexMax 9 /* Definitions */ wikitext text/x-wiki LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO. == Definitions == All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location. '''/* <comment> */'''<br> '''// <comment>''' Not strictly a definition, but both C and C++ style comments are allowed in this lump. '''map <maplump>''' This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to. '''point <location> <x> <y> <z>''' This designates an x, y and z location on the map as a specific location. '''rect <location> <x1> <y1> <x2> <y2>''' This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2. '''circle <location> <x> <y> <radius>''' This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one. '''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...] ''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.'' An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''. == Determining location == For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned. d3891387bf689ce721883f125c4822d6fa3ea2f8 3756 3755 2012-11-24T22:28:03Z AlexMax 9 /* Definitions */ wikitext text/x-wiki LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO. == Definitions == All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location. '''/* <comment> */'''<br> '''// <comment>''' Both C and C++ style comments are allowed in this lump. '''map <maplump>''' This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to. '''point <location> <x> <y> <z>''' This designates an x, y and z location on the map as a specific location. '''rect <location> <x1> <y1> <x2> <y2>''' This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2. '''circle <location> <x> <y> <radius>''' This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one. '''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...] ''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.'' An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''. == Determining location == For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned. 21b3768512378ba1b099ea1346fa0c2b3167fbea 3755 3754 2012-11-24T22:27:41Z AlexMax 9 wikitext text/x-wiki LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It follows similar syntactic conventions to MAPINFO. == Definitions == All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location. '''/* <comment> */''' '''// <comment>''' Both C and C++ style comments are allowed in this lump. '''map <maplump>''' This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to. '''point <location> <x> <y> <z>''' This designates an x, y and z location on the map as a specific location. '''rect <location> <x1> <y1> <x2> <y2>''' This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2. '''circle <location> <x> <y> <radius>''' This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one. '''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...] ''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.'' An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''. == Determining location == For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned. afb2747ccd954639e6bf8cdb12b9b9d0420849ae 3754 3753 2012-11-24T22:24:10Z AlexMax 9 wikitext text/x-wiki LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hexen 2's script parser and thus follows similar syntactic conventions to MAPINFO. == Definitions == All definitions should be on a single line. All location definitions consist of the location type, the location name, and all parameters for that location. '''map <maplump>''' This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to. '''point <location> <x> <y> <z>''' This designates an x, y and z location on the map as a specific location. '''rect <location> <x1> <y1> <x2> <y2>''' This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2. '''circle <location> <x> <y> <radius>''' This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a true circular radius, not a square one. '''shape <location> <x1> <y1> <x2> <y2> <x3> <y3> [...] ''This location type is not implemented yet. More specifically, it is not yet decided if shapes that cross themselves will follow the even-odd rule or non-zero rule.'' An arbitrary closed shape with at least three points at x1, y1, x2, y2 and x3, y3. More points can be added, up to a limit of ''(undecided)''. == Determining location == For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned. 3106db0c11809f013617e1a407eeb223997fa097 3753 2012-11-23T02:50:38Z AlexMax 9 Created page with "LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hex..." wikitext text/x-wiki LOCINFO is a text lump designed to place names on areas of the map, similar to Quakeworld .loc files or the ZDaemon SECTINFO lump format. It is designed to be parsed with Hexen 2's script parser and thus follows similar syntactic conventions to MAPINFO. '''map <maplump>''' This definition is considered a header for other definitions, which designates which map lump in the WAD they apply to. '''point <x> <y> <z> <location>''' This designates an x, y and z location on the map as a specific location. '''rect <x1> <y1> <x2> <y2> <location>''' This designates an area of the map as a specific location with one corner point at x1, y1 and the other corner point at x2, y2. '''circle <x> <y> <radius> <location>''' This designates an area of the map as a specific location with the center point at x, y and a radius. Note that this is a circular radius, not a square one. == Determining location == For a particular map definition, any location that has an area or volume to it is checked in order, and the first match 'wins'. If no area or volume-based locations match, then the distance from the given location is measured between all point locations. If there are no point locations, no location is returned. 0f05747101e0b26cf7d5257b1319c35f06ab7d40 Latched 0 1353 1904 1659 2006-04-07T20:39:35Z Manc 1 wikitext text/x-wiki {{LatchedTable}} Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, changing [[infiniteheight]] from 0 to 1 while one player is on top of another might cause both to get stuck. Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change. 7b8b5aff8941b30d5382fc5a01596a2085381fe4 1659 1655 2006-03-31T06:06:43Z Voxel 2 wikitext text/x-wiki {{LatchedTable}} Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck. Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change. 2881fd93931060271fff7d4dd4541da6a904169e 1655 1652 2006-03-31T06:02:27Z Voxel 2 wikitext text/x-wiki {{Latched}} Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck. Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change. 161dfdf728015e3328cc90ca137c3fc13a3b87a1 1652 2006-03-31T05:57:21Z Voxel 2 wikitext text/x-wiki {{Latched}} Latched variables only take effect after a map change. They are indicated with 'L' in the {{cvarlist}} command. 7c0e2be84e87af81cac9e83fef05e5862f020c12 Launcher 0 1323 3951 3950 2020-08-15T20:26:04Z Hekksy 139 /* Error Messages */ wikitext text/x-wiki The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect It is also an aid for helping server admins with configuring their servers as described below == First Time Setup == When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations" Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it. WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories. == Error Messages == Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) are not configured properly. Try looking at your configuration settings carefully. == Debugging server output == The launcher can output valuable information about servers when started with the following command in a terminal or windows command line: <code> odalaunch 2> out.txt </code> This will provide you with packet sizes, servers using old versions, servers returning malformed data etc. == Images == :{| |[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} ==See also== [[Launcher Protocol]] {{Modules}} fe503e7931c85c026d4e55e022ec45f963ddf7f6 3950 3804 2020-08-15T20:25:36Z Hekksy 139 Mostly to include error 2 wikitext text/x-wiki The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect It is also an aid for helping server admins with configuring their servers as described below == First Time Setup == When you first start odalaunch, a configuration file will be generated to save the settings you set up. The first thing to do is to set up file paths to tell Odalaunch where Odamex is installed and where your iwads and pwads are. To do this, go to File > Settings. From there, go to "File Locations" Odamex Path is where you put the path to directory/folder where the odamex binary (odamex.exe on windows) is located. On Linux this is typically /usr/share/odamex but it could be wherever the user installed it. WAD directories is where you tell the launcher the location of your wads. The first directory listed is where wads will be downloaded to. You can have multiple directories. == Error Messages == Error 2 means that Odalaunch failed to launch Odamex. This usually means that the paths to the Odamex binary or the paths to iwads (doom2.wad) is not configured properly. Try looking at your configuration settings carefully. == Debugging server output == The launcher can output valuable information about servers when started with the following command in a terminal or windows command line: <code> odalaunch 2> out.txt </code> This will provide you with packet sizes, servers using old versions, servers returning malformed data etc. == Images == :{| |[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} ==See also== [[Launcher Protocol]] {{Modules}} ee0ada57ddc2bce1d9c8ca98264c57a845795d24 3804 3019 2014-09-05T22:42:06Z Russell 4 wikitext text/x-wiki The Odamex Launcher allows server information to be downloaded from the [[Master]] servers and allows players to connect It is also an aid for helping server admins with configuring their servers as described below == Debugging server output == The launcher can output valuable information about servers when started with the following command in a terminal or windows command line: <code> odalaunch 2> out.txt </code> This will provide you with packet sizes, servers using old versions, servers returning malformed data etc. == Images == :{| |[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} ==See also== [[Launcher Protocol]] {{Modules}} c4fde15b3d7c5bb32e49f8679570d2bb3fb3ab69 3019 2843 2008-04-17T02:47:05Z Russell 4 wikitext text/x-wiki {{stub}} {{Modules}} ==Overview== :{| |[[image:Odamex-x11-fbsd61.png|right|thumb|100px|Odamex Launcher and Client running on X11 on FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==To-do== The following is a to-do list for the Odamex Launcher. * High Priority Multi-threaded server queries. * Medium Priority Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch. ==Other== ==See also== [[Launcher Protocol]] f7ef61fc3e7c43d3c5615def3160fd8d3a60c2bb 2843 2785 2007-02-01T21:55:17Z Russell 4 wikitext text/x-wiki {{stub}} {{Modules}} ==Overview== :{| |[[image:Odamex-r86-fbsd62.png|right|thumb|100px|Odamex (including the launcher) under FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==To-do== The following is a to-do list for the Odamex Launcher. * High Priority Multi-threaded server queries. * Medium Priority Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch. ==Other== ==See also== [[Launcher Protocol]] 403e7d74f6b3305834ddbfc49a96bd48445b8494 2785 2691 2007-01-24T01:00:15Z Manc 1 /* Overview */ Add FreeBSD wikitext text/x-wiki {{stub}} {{Modules}} ==Overview== :{| |[[image:Odamex-r86-fbsd62.png|right|thumb|100px|Odamex (including the launcher) under FreeBSD]] |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==To-do== The following is a to-do list for the Odamex Launcher. * High Priority Multi-threaded server queries. * Medium Priority Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch. * Low Priority Multi-language support. ==Other== ==See also== [[Launcher Protocol]] 27c2b8622a201ddb9a0fa248e11fc44f8867e403 2691 2650 2007-01-16T05:17:39Z Killingblair 27 wikitext text/x-wiki {{stub}} {{Modules}} ==Overview== :{| |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==To-do== The following is a to-do list for the Odamex Launcher. * High Priority Multi-threaded server queries. * Medium Priority Wad downloading, possibly using a heavily modified version of getwad or be rebuilt from scratch. * Low Priority Multi-language support. ==Other== ==See also== [[Launcher Protocol]] ac3357987f8023cd85f84b7662514fc36e6f50ef 2650 2643 2007-01-09T20:53:55Z Ralphis 3 wikitext text/x-wiki {{stub}} {{Modules}} ==Overview== :{| |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] 1ee62bfeb9cc247569251c8ead0712a133195a09 2643 2642 2007-01-08T19:45:06Z Manc 1 Formatting improvement wikitext text/x-wiki {{Modules}} ==Overview== :{| |[[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] |[[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] |[[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] |- |} The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] 6b2670c211bb58b2185835f742dda14d4da3dbbc 2642 2641 2007-01-08T19:38:35Z Manc 1 Reverted edit of Manc, changed back to last version by Russell wikitext text/x-wiki {{Modules}} ==Overview== [[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] [[image:Odalaunch-macosx.png|left|thumb|100px|Odamex Launcher under MacOSX]] [[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] f186c4f94f3fd05a0a012155ef9d257181fb9fdb 2641 2636 2007-01-08T19:38:06Z Manc 1 wikitext text/x-wiki {{Modules}} ==Overview== [[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] [[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] 527ecc520ec593bce4428b8419ae3f2febf4ac94 2636 2634 2006-12-29T04:00:24Z Russell 4 wikitext text/x-wiki {{Modules}} ==Overview== [[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] [[image:Odalaunch-macosx.png|left|thumb|100px|Odamex Launcher under MacOSX]] [[image:Odalaunch-windows.png|right|thumb|100px|Odamex Launcher under Windows]] The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] f186c4f94f3fd05a0a012155ef9d257181fb9fdb 2634 2633 2006-12-29T03:52:37Z Russell 4 wikitext text/x-wiki {{Modules}} ==Overview== [[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== [[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] 05fc398836a0670ee3a7e4d1cc5ca5423b0a12ff 2633 2324 2006-12-29T03:51:38Z Russell 4 wikitext text/x-wiki {{Modules}} ==Overview== [[image:Odalaunchlinux.png|right|thumb|100px|Odamex Launcher under Linux]] [[image:Odalaunch-macosx.png|right|thumb|100px|Odamex Launcher under MacOSX]] The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] 8304c37343a31ca015278b031c50cd5158a8cacb 2324 1966 2006-09-25T06:49:55Z Russell 4 wikitext text/x-wiki {{Modules}} ==Overview== The ODAMEX launcher allows a user to get a list of currently running servers from the master server and be able to connect to a selected server. ==Features== * Standard launcher UI layout, which helps keep a consistent design to help users who are familiar with launchers from other games. ==Other== ==See also== [[Launcher Protocol]] c82c6cf469c53bebc007353d3bbaea8fd97e77fd 1966 1964 2006-04-11T19:32:41Z Nautilus 10 wikitext text/x-wiki {{Modules}} The launcher is the application used to query the master server in order to list the current running Odamex servers and to allow for client connections to these servers. bf2035b294f11a9b0a3f949576aa51c6d122895e 1964 1520 2006-04-11T19:32:03Z Nautilus 10 wikitext text/x-wiki {{Modules}} The launcher is the application used to query the master server in order to list the current running Odamex servers and to allow for connections to these servers. 9666dceaa5d7c8b66746b5f6ef0574aefd1118de 1520 2006-03-30T21:01:05Z Voxel 2 wikitext text/x-wiki {{Modules}} 4ca4c62cb200ec6240ce98cd2cd66e811854a180 Launcher Protocol 0 1460 3805 3802 2014-09-05T22:47:32Z Russell 4 Replaced content with "Please check the svn repository for a more up-to-date launcher protocol document It is available in [http://en.wikipedia.org/wiki/OpenDocument OpenDocument Text] format [..." wikitext text/x-wiki Please check the svn repository for a more up-to-date launcher protocol document It is available in [http://en.wikipedia.org/wiki/OpenDocument OpenDocument Text] format [http://odamex.net/svn/root/trunk/documentation/tech/query_protocol.odt here] ==See also== * [[Launcher]] * [[Master]] cfccf2d527ef286114cf338a60fb3acae1a98062 3802 3265 2014-04-07T23:28:27Z Russell 4 wikitext text/x-wiki =OUTDATED= Please check the svn repository for a more up-to-date launcher protocol document It is available [http://odamex.net/svn/root/trunk/documentation/tech/query_protocol.odt here] ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum clients |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |- | int | X | Game version |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. * The Game version field can be deciphered using the following calculations ** Major - (gameversion / 256) ** Minor - ((gameversion % 256) / 10) ** Release - ((gameversion % 256) % 10) == Possible Future Protocol Improvements == === Data structuring === * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) === Protocol additions === * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Operating system information the server is running on. ==See also== * [[Launcher]] * [[Master]] e88c82c7e91a548e04706581cf983e7c61849814 3265 3264 2008-08-05T01:05:06Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum clients |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |- | int | X | Game version |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. * The Game version field can be deciphered using the following calculations ** Major - (gameversion / 256) ** Minor - ((gameversion % 256) / 10) ** Release - ((gameversion % 256) % 10) == Possible Future Protocol Improvements == === Data structuring === * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) === Protocol additions === * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Operating system information the server is running on. ==See also== * [[Launcher]] * [[Master]] 470805c762702f50282a09d336506f37360fb3bc 3264 3233 2008-08-04T23:25:54Z Russell 4 Add undocumented field wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum clients |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |- | int | X | Game version |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == === Data structuring === * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) === Protocol additions === * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Operating system information the server is running on. ==See also== * [[Launcher]] * [[Master]] 57d53dd5881e0354973517fb0f68750040070ccc 3233 3232 2008-06-19T01:57:14Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum clients |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == === Data structuring === * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) === Protocol additions === * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Operating system information the server is running on. ==See also== * [[Launcher]] * [[Master]] 4ac9d50dabcc121d7f2951073dd05379d71b8b52 3232 3120 2008-06-19T01:54:38Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum clients |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==See also== * [[Launcher]] * [[Master]] 9456e73099e0bf26a5ae8262297fcdb9d87a6484 3120 3070 2008-05-11T05:57:04Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |- | long | 0x01020305 | Extra information field |- | bool | X | Passworded |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==See also== * [[Launcher]] * [[Master]] 4b1310ac6bf12465cbf3b71e06b4986b33dbe5f7 3070 3021 2008-05-05T14:46:39Z Voxel 2 /* External Links */ wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==See also== * [[Launcher]] * [[Master]] 80464f3b49f83823ba8ef6daedc362315727f161 3021 3020 2008-04-22T08:14:41Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | bool | X | +Spectator (numplayers) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. 8f96395c160670d6bb0ae072e6836913b179e360 3020 3016 2008-04-22T08:08:41Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | 0 or 1 | byte |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | long | 0x01020304 | Spectator information field |- | short | X | Number of players who can play (the rest are spectators) |- | byte | X | +Spectator (numplayers) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. a8a0ccf48876bbed8ccdebc75fd834f315606d59 3016 3015 2008-04-14T08:18:24Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | WAD count |- | string | X | +PWAD name (WAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay |- | bool | X | CTF mode |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (WAD count) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team |- | int | X | Blue score (if team enabled) |- | bool | X | Red team |- | int | X | Red score (if team enabled) |- | bool | X | Gold team |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | short | X | +Spectator (numplayers) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. b0dc238dd966655c8d2130c42f938a5eee95a6e1 3015 2991 2008-04-14T02:08:55Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | byte (boolean) | X | Teamplay? |- | byte (boolean) | X | CTF mode? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | byte (boolean) | X | Blue team? |- | int | X | Blue score (if team enabled) |- | byte (boolean) | X | Red team? |- | int | X | Red score (if team enabled) |- | byte (boolean) | X | Gold team? |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |- | string | X | Server admin email address |- | short | X | Time limit |- | short | X | Time left |- | short | X | Frag limit |- | bool | X | Item respawn |- | bool | X | Weapon stay |- | bool | X | Friendly fire |- | bool | X | Allow exit |- | bool | X | Infinite ammo |- | bool | X | No monsters |- | bool | X | Monsters respawn |- | bool | X | Fast monsters |- | bool | X | Allow jumping |- | bool | X | Allow freelook |- | bool | X | Wad download |- | bool | X | Empty reset |- | bool | X | Frag exit switch |- | short | X | +Kill count (numplayers) |- | short | X | +Death count |- | short | X | +Time in game |- | short | X | +Spectator (numplayers) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. 55f7f9c5867f5bc7adb00c11c13546000dd5eccd 2991 2990 2008-02-27T01:44:19Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | byte (boolean) | X | Teamplay? |- | byte (boolean) | X | CTF mode? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | byte (boolean) | X | Blue team? |- | int | X | Blue score (if team enabled) |- | byte (boolean) | X | Red team? |- | int | X | Red score (if team enabled) |- | byte (boolean) | X | Gold team? |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. a46a28255749d9877da4450786a1758550dac472 2990 2772 2008-02-27T01:43:57Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | byte (boolean) | X | Teamplay? |- | byte (boolean) | X | CTF mode? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | byte (boolean) | X | Blue team? |- | int | X | Blue score (if team enabled) |- | byte (boolean) | X | Red team? |- | int | X | Red score (if team enabled) |- | byte (boolean) | X | Gold team? |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. == Possible Future Protocol Improvements == === All === * Dedicated Odamex Query/Response values (rather than old csdoom ones) * Proper versioning, with possible subversion number. * Container (header based) protocol which would contain: Magic Tag, Size, Version (see above) and the data, this would allow features to be added in any order in 1 packet without breaking it, so if the launcher/server can't understand the magic value, it'll bypass it, via jumping past the entire size of the unknown header to the next one. * Packets will have a size, to indicate their boundary, including a null termination * Strings will have a size value, including the null termination. * Strings will be UTF-8 encoded. (Unicode) ==External Links== * None at the moment. d17a6a3c198ba2cbb5dd2292a9725af82447153c 2772 2420 2007-01-23T17:04:27Z Voxel 2 /* Specifications */ wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | byte (boolean) | X | Teamplay? |- | byte (boolean) | X | CTF mode? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | byte (boolean) | X | Blue team? |- | int | X | Blue score (if team enabled) |- | byte (boolean) | X | Red team? |- | int | X | Red score (if team enabled) |- | byte (boolean) | X | Gold team? |- | int | X | Gold score (if team enabled) |- | short | X | Protocol version (e.g. 63) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 0bf8745b9fe7b06a4f0358f8d0d5e25aa02ff648 2420 2377 2006-10-25T10:22:45Z 60.234.130.11 0 protocol update wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | bool | X | CTF mode? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 6020e135a07b81ed8f8cc0fb5b39b749cac99d79 2377 2347 2006-10-02T07:22:37Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * First PWAD is always the IWAD * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 07fd879baccc23aed522b93e431ad08dd65b06fd 2347 2346 2006-09-25T10:56:27Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP (User Datagram Protocol) as its transport medium. * All packets are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 4f6831fe601cf4326a88a4f9e4372f07b3d2e4d2 2346 2345 2006-09-25T10:55:27Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Transport notes== * This protocol uses UDP as its transport medium. * Packets sent are uncompressed. * All data is little endian. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 1026caf2a96ef6d9ed8a56d7cf403cedef2f10c8 2345 2341 2006-09-25T10:53:43Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets and the packets sent are uncompressed. ==Types used== These are the types used in this specification, all types are little endian {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. a37af024e96c5da40513a5bf41a4827cff01a4f5 2341 2340 2006-09-25T08:24:18Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets and the packets sent are uncompressed. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Token |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Notes== * Token is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * Player teams are: 0 = None, 1 = Blue, 2 = Red, 3 = Gold * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * scorelimit, team scores and player teams (excluding team 0) only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 6b772b5dc755d51838c60627db51384881a48327 2340 2339 2006-09-25T08:13:07Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets and the packets sent are uncompressed. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. * Teamplay/CTF scorelimit and team scores only appear if Teamplay/CTF is enabled. ==External Links== * None at the moment. 4f39e51d28a97a2fb185a3a142506395fdcdace5 2339 2338 2006-09-25T08:10:53Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets and the packets sent are uncompressed. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | +PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | +Player name (numplayers) |- | short | X | +Player frags |- | int | X | +Player ping |- | byte | X | +Player team |- | string | X | +PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. ==External Links== * None at the moment. 9669eef3bfd63476ddbb127037b0a846ab214fb8 2338 2337 2006-09-25T07:57:39Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets and the packets sent are uncompressed. ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. ==External Links== * None at the moment. b42c7865f93f9b35e0ebd8388f9cdeb66c972c46 2337 2336 2006-09-25T07:57:03Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms). * If CTF is enabled, Teamplay will be enabled and deathmatch (2.0?). * If Teamplay is enabled, then deathmatch (2.0?) will be too. ==External Links== * None at the moment. bd9433f6eac6b94eabfd0d0d217207fd125a2331 2336 2335 2006-09-25T07:54:50Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms) ==External Links== * None at the moment. 1bc3f9b98e624f10313769166304413a5fa26492 2335 2334 2006-09-25T07:54:20Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} ==Additional Information== * Verification data is unnecessary for a launcher I think. * Game types are: 0 = COOP, 1 = Deathmatch, 2 = Deathmatch 2.0 * Skill levels are: 0 = ITYTD, 1 = HNTR, 2 = HMP, 3 = UV, 4 = NM (Acronyms) ==External Links== [[Wikipedia:UDP]] b0ee4431c103f76aa8c61b725a561448d3f19ce1 2334 2333 2006-09-25T07:48:45Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information (amount here) X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 (Server count) |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name (PWAD count) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) |} 73b6872d4fd8dc7dafd9bb440613b7ed09312a37 2333 2332 2006-09-25T07:47:04Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | string | ASCIIZ | null terminated |- | '''Other''' |- | bool | byte (1 or 0) | boolean |} Keywords: > = Sent to + = Array of information X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' {|border=1 !Type !!Data !!Description |- | Launcher > Server |- | int | 777123 | Request |- | Server > Launcher |- | int | 5560020 | Response |- | int | X | Verification data |- | string | X | Server Name |- | byte | X | Players in server |- | byte | X | Maximum players |- | string | X | Current map |- | byte | X | PWAD count |- | string | X | *PWAD name(s) |- | byte | X | Game type |- | byte | X | Skill level |- | bool | X | Teamplay? |- | string | X | *Player name (amt = numplayers) |- | short | X | *Player frags |- | int | X | *Player ping |- | byte | X | *Player team |- | string | X | *PWAD MD5 hashes (amt = numpwads) |- | bool | X | CTF mode? |- | string | X | Server Website address |- | int | X | Teamplay/CTF score limit (if teamplay AND/OR CTF enabled) |- | bool | X | Blue team? |- | int | X | Blue score (if team enabled) |- | bool | X | Red team? |- | int | X | Red score (if team enabled) |- | bool | X | Gold team? |- | int | X | Gold score (if team enabled) 1e0db745b0ae48184db8266eaf7fa67a74cc7021 2332 2331 2006-09-25T07:24:57Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: > = Sent to + = Array of information X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} '''Server Information Request''' b545815cc1d88663eac0021a1ac82ae8381e575f 2331 2330 2006-09-25T07:24:00Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: > = Sent to + = Array of information X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request packet |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | +Server IP 1 |- | byte | X | +Server IP 2 |- | byte | X | +Server IP 3 |- | byte | X | +Server IP 4 |- | short | X | +Server Port |} 077cd7c193e9517ca05f1d075cf4b944fab28e9a 2330 2329 2006-09-25T07:23:12Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: > = Sent to + = Array of information X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request packet |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | *IP Address 1 |- | byte | X | *IP Address 2 |- | byte | X | *IP Address 3 |- | byte | X | *IP Address 4 |- | short | X | *Server Port |} e7387174473353cb5ca274caa89b0d6cfe84f709 2329 2328 2006-09-25T07:22:48Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: > = Sent to * = Array of information X = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher > Master |- | int | 777123 | Request packet |- | Master > Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | *IP Address 1 |- | byte | X | *IP Address 2 |- | byte | X | *IP Address 3 |- | byte | X | *IP Address 4 |- | short | X | *Server Port |} 43e4a6e7441474c0cc802ede293e50968224d191 2328 2327 2006-09-25T07:22:16Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: '''->''' = Sent to '''*''' = Array of information '''X''' = Any value ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher -> Master |- | int | 777123 | Request packet |- | Master -> Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | *IP Address 1 |- | byte | X | *IP Address 2 |- | byte | X | *IP Address 3 |- | byte | X | *IP Address 4 |- | short | X | *Server Port |} 0e9a0d088f5714cdbd0b54c6302fa3fc63da5ad3 2327 2326 2006-09-25T07:21:40Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: '''->''' = Sent to '''*'''' = Array of information ==Specifications== '''Master server list request''' {|border=1 !Type !!Data !!Description |- | Launcher -> Master |- | int | 777123 | Request packet |- | Master -> Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | *IP Address 1 |- | byte | X | *IP Address 2 |- | byte | X | *IP Address 3 |- | byte | X | *IP Address 4 |- | short | X | *Server Port |} 5ed014f2ed38e989ce4d0cfcc3205ed1d867a69f 2326 2325 2006-09-25T07:20:46Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages This protocol uses UDP Datagram sockets ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} Keywords: '''->''' = Sent to '''*'''' = Array of information ==Specifications== '''Master''' {|border=1 !Type !!Data !!Description |- | Launcher -> Master |- | int | 777123 |(Request packet) |- | Master -> Launcher |- | int | 777123 | Response |- | short | X | Server count |- | byte | X | *IP Address 1 |- | byte | X | *IP Address 2 |- | byte | X | *IP Address 3 |- | byte | X | *IP Address 4 |- | short | X | *Server Port |} 48a7219568ca47b3e27726160462aa307341ca3c 2325 2006-09-25T07:09:17Z Russell 4 wikitext text/x-wiki ==Overview== This is the Odamex Launcher protocol, which will help developers develop custom launchers in other programming languages ==Types used== These are the types used in this specification {|border=1 |- ! Type name !!Range !!Size |- | '''Signed Integers''' |- | char | -128 to 127 | 8-bit |- | short | -32768 to 32767 | 16-bit |- | int | -2147483648 to 2147483647 | 32-bit |- | '''Unsigned integers''' |- | byte | 0 to 255 | 8-bit |- | word | 0 to 65535 | 16-bit |- | long | 0 to 4294967295 | 32-bit |- | '''Strings''' |- | String | ASCIIZ | null terminated |} ==Specifications== '''Master''' f94a474a0f0252635b863544aaa33234d737bcbf License 0 1320 3844 3787 2017-03-01T06:32:28Z Ralphis 3 Minor cleanup wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22. Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: *The Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU General Public License. *Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: *The Heretic and Hexen source codes have since been rereleased under the GPL, so all Raven code is now usable in Odamex. *Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL. *The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). *Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== *[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL] *[http://www.gnu.org/licenses/gpl.html GPL License v2] *[http://odamex.net/doc/doomlic.txt Doom Educational License] 0f30b9769a117900e04f964bf503e0ba1cf842d2 3787 2401 2013-12-13T05:07:15Z HeX9109 64 wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * The Heretic and Hexen source codes have since been rereleased under the GPL, so all Raven code is now usable in Odamex. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== *[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL] *[http://www.gnu.org/licenses/gpl.html GPL License v2] *[http://odamex.net/doc/doomlic.txt Doom Educational License] 0e45fde6a098899bdf66bc8a6a1660a5debdb428 2401 2400 2006-10-14T00:00:35Z 24.12.10.135 0 /* External Links */ wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== *[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia entry on the GNU GPL] *[http://www.gnu.org/licenses/gpl.html GPL License v2] *[http://odamex.net/doc/doomlic.txt Doom Educational License] fa46cce3117a0d3d82fdecb514593f03b78a1819 2400 2399 2006-10-13T23:59:57Z 24.12.10.135 0 /* Origins */ Add external link for zdoom wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [http://zdoom.org ZDoom] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== *[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] *[http://www.gnu.org/licenses/gpl.html GPL License v2] *[http://odamex.net/doc/doomlic.txt Doom Educational License] ff4ae28efeb6334fe9708bea0932a5ad2a002a2f 2399 2398 2006-10-13T23:58:36Z 24.12.10.135 0 /* External Links */ wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== *[http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] *[http://www.gnu.org/licenses/gpl.html GPL License v2] *[http://odamex.net/doc/doomlic.txt Doom Educational License] a4d63067d1908d1136460e16745db6eab8095050 2398 2397 2006-10-13T23:58:02Z 24.12.10.135 0 /* External Links */ wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] f5b6db2b91defc7fe1f873afe830e056b2f4aa6b 2397 2396 2006-10-13T23:57:52Z 24.12.10.135 0 /* Solution */ Further clarification wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that Doom is now available under both Doom Educational License and the GNU Public License grants the author of a doom port the right to choose either one (assuming there are no other conflicts to the GPL option). * Fly's own code was provided with a GPL license, so we are taking this to mean that any of his contributions are licensed under the GNU GPL. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] d1a2e4a5379abc1171e09a19732d916c56538cee 2396 2389 2006-10-13T23:56:21Z 24.12.10.135 0 /* Solution */ Clarify randy's agreement wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense his own code in this version of ZDoom under the GNU GPL, provided that the above condition is met. * The fact that ZDoom is now available under both Doom Educational License and the GNU Public License grants the author of ZDoom 1.22 the right to choose either one. * csDoom was at least at one point released under the GNU GPL. As we do not have any proper contact information for Fly (the author of csDoom), we are taking his work as being compatible with this license. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] effebdccb163bd8506d3f7b062d9a04c88ff7e15 2389 2388 2006-10-09T18:40:09Z 84.92.173.189 0 /* Solution */ clean up wording wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: * All code from ZDoom 1.22 that originates from Heretic or Hexen has either been completely removed or rewritten from scratch. * Randy Heit has agreed to relicense ZDoom under the GNU GPL, provided that the above condition is met. * The fact that ZDoom is now available under both Doom Educational License and the GNU Public License grants the author of ZDoom 1.22 the right to choose either one. * csDoom was at least at one point released under the GNU GPL. As we do not have any proper contact information for Fly (the author of csDoom), we are taking his work as being compatible with this license. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 54e63177505e119ff28b4ca20c8d72b11f8de036 2388 2140 2006-10-09T18:36:17Z 84.92.173.189 0 /* Origins */ clean up the wording wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === Odamex is based on [[csDoom]] 0.62. This was, in turn, based on [[ZDoom]] 1.22). Fly, the author of csDoom, claimed that it was GPL; however, the ZDoom codebase which he used actually contained source code under several conflicting licenses: * The Doom source under the Doom Educational License. * QuakeWorld, which was released under the GNU General Public License. * Heretic and Hexen code, which was released under a separate, GPL-incompatible license. Unfortunately, it is not possible to have a proper GNU GPL port while the codebase contains code under a GPL-incompatible license. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. *Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] b41cf75dd81409a92136f42a0fe7b46f56b7a71f 2140 2139 2006-04-15T17:11:35Z Manc 1 wikitext text/x-wiki __NOTOC__ Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. *Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 8ce6950fa5b9aff97de520b203c5db52d757f5f2 2139 2093 2006-04-15T17:09:59Z Manc 1 /* Solution */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. *Because csdoom was accompanied by a gpl license at some point and due to no other mention of anything anywhere pertaining to Fly's own changes compounded by the lack of proper contact information for him, we are taking his work as being compatible with this license. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 00c936973ee927751e4a2f5a0ca0742407bee5e2 2093 2091 2006-04-14T02:00:15Z Voxel 2 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. == GPL Compatibility == === Origins === The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. === Solution === Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 795fe4363a2e45c4dad0eb238bb57a97c51e6939 2091 1942 2006-04-14T01:56:53Z Voxel 2 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for [[csDoom]] .62 (the codebase upon which Odamex is based, which was, in turn, based on [[ZDoom]] 1.22), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 3b39cd0d286a12bff328b39dc981583bee941178 1942 1940 2006-04-08T00:23:54Z Manc 1 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatible license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 5a84c43b8b4ad14c7eb706f5e5744c4e86e58a4a 1940 1939 2006-04-08T00:21:03Z Nautilus 10 wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License grants the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 4c3de4f93f57b33cc1711d408fec5f5034cb190e 1939 1938 2006-04-08T00:20:57Z Manc 1 /* External Links */ Add a DEL link wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] [http://odamex.net/doc/doomlic.txt Doom Educational License] 3876168a8b4c480aa8983892cb7a41f93dffcf67 1938 1935 2006-04-08T00:20:55Z Nautilus 10 wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase upon which Odamex is based), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately, during this day, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been completely removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] ac8c783b89c11ae36a69566f8b766749eb84e247 1935 1934 2006-04-08T00:17:36Z Manc 1 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the original release of the Doom source under the Doom Educational License. *QuakeWorld, which was released under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately, in this day and age having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 471b9241eb45de4ec86e0eca341fb3e0e410b3ca 1934 1933 2006-04-08T00:14:29Z Manc 1 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 82280851e83906cc481f59adad13948a4678be5f 1933 1931 2006-04-08T00:14:02Z Manc 1 /* GPL Compatability */ Grammar and spelling wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase from which Odamex originally comes from), while GPL, was not GPL compatible since it had several parts to the code with several licenses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a separate, GPL-incompatable license. Unfortunately in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under the GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL: *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting the above condition, the author of ZDoom 1.22 has agreed to license the remaining code under the GPL. *Although originally released solely under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 818d6ddc0ae9c99fdc33be982d7f18e1d5608e4d 1931 1929 2006-04-08T00:09:34Z Manc 1 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62 (the codebase from which Odamex origionally comes from), while GPL, was not GPL compatable since it had several parts to the code with several licesnses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license. Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL. *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL. *Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] b8da739eef3f82b9fd8772d10a3cd5e2dfca8f94 1929 1928 2006-04-08T00:06:48Z AlexMax 9 /* GPL Compatability */ wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== The codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not GPL compatable, since it had several parts to the code, with several licesnses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license. Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL. *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL. *Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 0ecc6b700783362288a68169e023257b1bf4a400 1928 1927 2006-04-08T00:06:04Z AlexMax 9 wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== However, the codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not, in actuality, GPL, since it had several parts to the code, with several licesnses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license. Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL. *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL. *Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. For more information, please consult the external links below: ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 44d6f078f340281c4e5af9e354434ebdc0efdc15 1927 1926 2006-04-08T00:05:50Z AlexMax 9 wikitext text/x-wiki Odamex dutifully follows the guidelines of the [[GNU General Public License]] (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. ===GPL Compatability=== However, the codebase for csDoom .62, the codebase from which Odamex origionally comes from, while GPL, was not, in actuality, GPL, since it had several parts to the code, with several licesnses to contend with: *ZDoom 1.22, which was based on the origional relase of the Doom source under the Doom Educational License. *QuakeWorld, which was relased under the GNU Public License. *Heretic and Hexen code, which was a part of the source and was released with a seporate, GPL-incompatable license. Unfortuniatly, in this day and age, having an invalid GPL license means that all of the advantages of releasing said source under GPL vanish until it can be rectified. Odamex has taken the following steps to ensure that it is compliant with the GPL. *All code in ZDoom 1.22 that was added by Raven's team for Heretic or Hexen has either been totally removed or rewritten from scratch. *Upon meeting of the above condition, the author of ZDoom 1.22 has agreed to licence the remaining code under the GPL. *Although origionally released soley under Doom Educational License, the fact that Doom is now avalable under both Doom Educational License and GNU Public License allows the author of ZDoom 1.22 the right to choose either one. For more information, please consult the external links below: ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] d5f4e15cc1cdf355063965aa34b2e44e66a6e89b 1926 1742 2006-04-08T00:04:05Z AlexMax 9 wikitext text/x-wiki Odamex dutifully follows the guidelines of the [[GNU General Public License]] (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. For more information, please consult the external links below: ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] 6c77477b284a28b240447fa38a9eb8c00b841e24 1742 1732 2006-04-01T00:30:00Z Deathz0r 6 see discussion, plus more info! wikitext text/x-wiki Odamex dutifully follows the guidelines of the GNU General Public License (GPL). As a result, the Odamex source will always be available for everybody to download, observe and modify. For more information, please consult the external links below: ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] ad1879455464490a368438dbdd0386ce5821224e 1732 1444 2006-04-01T00:19:26Z Deathz0r 6 wikitext text/x-wiki Odamex strictly follows the guidelines of the GNU General Public License (GPL). For more information, please consult the external links below: ==External Links== [http://en.wikipedia.org/wiki/GNU_General_Public_License Wikipedia] [http://www.gnu.org/licenses/gpl.html GPL License v2] f61f9ce6ae14deb7a0eb97a1fb240bf141314716 1444 2006-03-30T19:08:40Z Voxel 2 wikitext text/x-wiki GPL 31fe0bd96e05d07216701ff457b8adaf6462379b ListerGaudreau186 0 1766 3665 2012-07-10T04:13:34Z 115.160.177.18 0 Created page with "An amount are the right off the bat that involves the mind if I mention [http://www.oakleysunglassesonlinestore.net/ Cheap Mens Oakley sunglasses]? If sports' your message, th..." wikitext text/x-wiki An amount are the right off the bat that involves the mind if I mention [http://www.oakleysunglassesonlinestore.net/ Cheap Mens Oakley sunglasses]? If sports' your message, then would certainly be mostly correct. Mostly, because as you move the Oakley did start its trade making sunglasses for sports, it's evolved to doing not only that. That is one of the M Frames that offer great protection for the eyes and have a very optic disk. Although originally created for world-class athletes only, now it's easily obtainable in the mass market. If you'd prefer to maintain the trends and wants nothing but the top and also the latest, then you'd surely need to get your bank cards on the Split Thump Sunglasses. Does one trust it ' this pair of [http://www.oakleysunglassesonlinestore.net/ Oakley Sunglasses] features removable earbuds and disguised controls with the Mp3 music player placed on the glasses itself! It's simple to jog along and enjoy the music devoid of the annoyance of wires surrounding you. Although, this could 't be big news, since its predecessor, Oakley Thump sunglasses, have a really feature too. Just one more invention using the athletes planned, this Oakley pair has a hydrophobic lens coating which repels water, dust, and skin oils off of the lenses. Additionally , there are vents beside the glasses for really cooling. The earpiece, like the Oakley X-Squared, is additionally made out of Unobtanium components to boost grip when sweaty or wet. The clarity you obtain from your lenses is excellent and would serve well for cyclists, runners and stuff like that. Well, donrrrt worry about it here. As said before, there is a pair of Oakley's for all. On an affordable yet cool and modish pair for [http://www.oakleysunglassesonlinestore.net/ Cheap Oakley sunglasses], consider Oakley Hijinx Sport Wrap Sunglasses. Don't be misled by its name ' this is really great pair to get used as everyday shades. The Hijinx Sport Wrap fits the eye comfortably and it is Plutonite lenses ensure absolute UV protection for your eyes. It does not take form of sunglasses that appears good on the shelf and makes you even look better after you use them. 6303dc0dc0bae2a63a5942d4c103b1eaccd9f42b Listsourcefiles 0 1575 3128 3028 2008-05-15T03:49:31Z Ralphis 3 /* listsourcefiles */ wikitext text/x-wiki === listsourcefiles === Lists all the source files compiled into the current Odamex binary you are running, either client or server. [[Category:Server_commands]] [[Category:Client_commands]] 4d326f8923184d41c38867d660020e1b6aea3927 3028 2008-04-27T23:09:02Z Russell 4 wikitext text/x-wiki === listsourcefiles === Lists all the source files compiled into the current Odamex binary you are running, either client or server. b90e8bb3ff4ac7163a12ba3fd645f20a9d1bcbb3 Log fulltimestamps 0 1706 3446 2010-08-06T05:22:48Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[logging]][[Category:Server_variables]] cd0b1b60c727a6f394561339d24fb1d98d6bcf66 Logfile 0 1599 3379 3378 2010-01-05T03:24:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[logging]][[Category:Server_commands]][[Category:Client_commands]][[Category:Server_parameters]][[Category:Client_parameters]] c272b7bc69ab8b3e6165fd1ff8fd84f34bb95a53 3378 3184 2010-01-05T03:21:00Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[logging]] f3669c32056f00526b24ba9994c7ea86d66f4899 3184 3183 2008-06-02T18:48:10Z Voxel 2 wikitext text/x-wiki -logfile <filename> the parameter specifies the filename to which the [[client]] or [[server]] copies its output to for example: odamex -logfile odamex.log [[Category:Client_parameters]] [[Category:Server_parameters]] dbe300e5f0f9a226afd0e44e54ef37fed7de33f7 3183 2008-06-02T18:45:52Z Voxel 2 wikitext text/x-wiki -logfile <filename> the parameter specifies the filename to which the [[client]] or [[server]] copies its output to for example: odamex -logfile odamex.log 2b545fdb137286bb70845111e6a0fad5415722db Logging 0 1657 3445 3377 2010-08-06T05:22:11Z Ralphis 3 wikitext text/x-wiki These commands work on both client and server. ==Console Commands & Variables== ===logfile=== Usage: '''logfile [filename]''' This command will begin writing a log of all console events to an external file. Odasrv writes to odasrv.log on startup by default. '''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''. ===stoplog=== Usage: '''stoplog''' This command will stop logging if there is currently a logfile being written. ===log_fulltimestamps=== Usage: '''log_fulltimestamps (0/1)''' Outputs logs with extended timestamp info (dd/mm/yyyy hh:mm:ss). ==Command Line Parameter== ===logfile=== Usage: '''+logfile [filename]''' See console command description above for more information. b9cb14fcd02972b8bd23baa8fd27eeecdd78b10d 3377 3376 2010-01-05T03:19:30Z Ralphis 3 wikitext text/x-wiki These commands work on both client and server. ==Console Commands== ===logfile=== Usage: '''logfile [filename]''' This command will begin writing a log of all console events to an external file. '''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''. ===stoplog=== Usage: '''stoplog''' This command will stop logging if there is currently a logfile being written. ==Command Line Parameter== ===logfile=== Usage: '''+logfile [filename]''' See console command description above for more information. 56f8444441d1c7b934d7a19c708e5cc270091817 3376 3374 2010-01-05T03:19:11Z Ralphis 3 Added command line parameter usage wikitext text/x-wiki These commands work on both client and server. ==Console Commands== ===logfile=== Usage: '''logfile [filename]''' This command will begin writing a log of all console events to an external file. '''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''. ===stoplog=== Usage: '''stoplog''' This command will stop logging if there is currently a logfile being written. ==Command Line Parameter== ==logfile== Usage: '''+logfile [filename]''' See console command description above for more information. fe9d534913f3b499a2924f00a20ea164bfe560a6 3374 2010-01-05T03:08:33Z Ralphis 3 wikitext text/x-wiki These commands work on both client and server. ===logfile=== Usage: '''logfile [filename]''' This command will begin writing a log of all console events to an external file. '''Note''': No file extension will be applied to the log unless done by the user. For instance, if you wanted to log to an output file named "newlog.txt", you would use the command as ''logfile newlog.txt''. ===stoplog=== Usage: '''stoplog''' This command will stop logging if there is currently a logfile being written. 091e5ad219d3253ba800ea3ca5748759125f37f2 MAINTAINERS 0 1313 3798 3783 2014-03-29T02:10:20Z Manc 1 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. <pre> This code is maintained on http://odamex.net/svn/root Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex Hyper_Eye: mwoodj@knology.net (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches Dr. Sean: sean@odamex.net (lead coder) <- patches </pre> ba25236941f03c81b2cdda6171dbeb6476373fca 3783 3174 2013-12-13T04:58:45Z HeX9109 64 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. <pre> This code is maintained on http://odamex.net/svn/root Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex Hyper_Eye: mwoodj@knology.net (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches Dr. Sean: grandpachuck187@gmail.com (lead coder) <- patches </pre> b68d3ef63e34047f1430c65449a561113d7dc6c1 3174 3029 2008-05-31T17:35:14Z Ralphis 3 in /trunk as of r866 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. <pre> This code is maintained on http://odamex.net/svn/root Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) GhostlyDeath: ghostlydeath@gmail.com (coder) Hyper_Eye: mwoodj@knology.net (coder) joe: joejkennedy@gmail.com (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) <- patches Nes: nestea17k@gmail.com (coder) Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches SoM: somtwo@gmail.com (coder) </pre> 1328fb08ef416b36b0137f88a6f6a86b7a4f4899 3029 2907 2008-04-30T02:16:23Z Russell 4 Maintainers are current people who work on odamex wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. <pre> Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) <- patches joe: joejkennedy@gmail.com (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches </pre> 8493fa7f5a0217cd367deff3d75e7121e473594a 2907 2694 2007-04-14T17:33:34Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of GPL revision 11'': <pre> This code is maintained on http://odamex.net/svn/co Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (coder) deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) <- patches joe: joejkennedy@gmail.com (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches SoM: somtwo@gmail.com (coder) </pre> 8fa06fbee213a848a74438c56445415f266ab375 2694 2488 2007-01-17T22:48:43Z Ralphis 3 Updated to Pub SVN R11 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 11'': <pre> This code is maintained on http://odamex.net/svn/co Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (coder) deathz0r: deathz0r@odamex.net (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) <- patches joe: joejkennedy@gmail.com (coder) Manc: mike@odamex.net (services and odamex.net website admin, project manager) Ralphis: ralphis@odamex.net (project manager) Russell: russell@odamex.net (launcher coder, coder) <- patches SoM: somtwo@gmail.com (coder) </pre> d183c0d4b6f5cf2973755d5bf7bd33696ec0a4bd 2488 2311 2006-10-31T02:58:22Z SoM 12 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1528'': <pre> This code is maintained on svn://odamex.net:2000 Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (coder) deathz0r: deathz0r@unidoom.org (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) <- patches joe: joejkennedy@gmail.com (coder) Manc: mike@mancubus.net (services and odamex.net website admin, project manager) Ralphis: ralphis@unidoom.org (project manager) Russell: russell@mancubus.net (launcher coder, coder) <- patches SoM: somtwo@gmail.com (coder) </pre> 57ec1f92fb57e2c475115cde6521ce57455c71df 2311 2310 2006-09-21T23:02:27Z 86.143.3.146 0 update r1528 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1528'': <pre> This code is maintained on svn://odamex.net:2000 Post bugs to http://odamex.net/bugs IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (coder) deathz0r: deathz0r@unidoom.org (documentation, testing and code cleanups) denis: denis@voxelsoft.com (lead coder) <- patches joe: joejkennedy@gmail.com (coder) Manc: mike@mancubus.net (services and odamex.net website admin, project manager) Ralphis: ralphis@unidoom.org (project manager) Russell: russell@mancubus.net (launcher coder, coder) <- patches SoM: rzeller@ameritech.net (coder) </pre> 2d5bfd7a230a392888f62e8e276f9d6809dd646f 2310 2034 2006-09-21T23:01:16Z 86.143.3.146 0 update for r1513 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1513'': <pre> This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) deathz0r: deathz0r@unidoom.org (documentation and testing) </pre> 25413593a224bca68adccb83d9910ce9448898ae 2034 2012 2006-04-12T20:16:51Z 83.67.16.209 0 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1351'': <pre> This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) </pre> 640eb3e12b492236c705d6ccf68605486656a4b5 2012 2011 2006-04-12T02:52:05Z 83.67.16.209 0 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1351'': <code> This code is maintained on svn://odamex.net:2000<br> Post bugs to bugs.odamex.net<br> IRC irc.oftc.net #odamex<br> <br> AlexMax: alexmayfield@carolina.rr.com (documentation)<br> anarkavre: anarkavre@zoominternet.net (ex-coder)<br> Dash: dashevil@gmail.com (coder)<br> denis: denis@voxelsoft.com (lead) <- patches<br> Manc: mike@mancubus.net (odamex.net)<br> Ralphis: ralphis@unidoom.org<br> Russell: russell@mancubus.net (launcher)<br> SoM: rzeller@ameritech.net (coder)<br> Toke: embryonic138@yahoo.com (coder)<br> </code> 3d6d2d0434308dab0bce22510bfc2dd9e56e19c6 2011 2010 2006-04-12T02:51:34Z 83.67.16.209 0 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1262'': <code> This code is maintained on svn://odamex.net:2000<br> Post bugs to bugs.odamex.net<br> IRC irc.oftc.net #odamex<br> <br> AlexMax: alexmayfield@carolina.rr.com (documentation)<br> anarkavre: anarkavre@zoominternet.net (ex-coder)<br> Dash: dashevil@gmail.com (coder)<br> denis: denis@voxelsoft.com (lead) <- patches<br> Manc: mike@mancubus.net (odamex.net)<br> Ralphis: ralphis@unidoom.org<br> Russell: russell@mancubus.net (launcher)<br> SoM: rzeller@ameritech.net (coder)<br> Toke: embryonic138@yahoo.com (coder)<br> </code> 4cbec7d8f739e123c5cf1249b83367092829c80e 2010 2009 2006-04-12T02:50:53Z 83.67.16.209 0 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1262'': <code> This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) </code> df2800955fce6f5f583620ce703a90b8a36fab77 2009 1452 2006-04-12T02:50:19Z 83.67.16.209 0 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | <code> This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) </code> |} fee8a65f54a04b47c3d76aece57843cee359a562 1452 1439 2006-03-30T19:22:28Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) |} 9bb8a50522711b8fbd335e1ddaa42c95d753f533 1439 1438 2006-03-30T19:02:45Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. Also see [[credits]]. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) |} 613345fb21eb828d7b71103afbc0c2631c281410 1438 1437 2006-03-30T19:01:51Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) |} == See also == * Contributors 1ad2947a06d8175c03d3f3054eae5a01c0c686c3 1437 1436 2006-03-30T19:01:32Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) | | | } == See also == * Contributors a14abdbb1a4edf476f0fb39ecef10c353bf560ee 1436 1435 2006-03-30T19:01:19Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) || } == See also == * Contributors c052697eab628260747a7960c44f38d35cb024c4 1435 1432 2006-03-30T19:01:04Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) | } == See also == * Contributors 4c444448f6f5c8cd0b2f95b6b059aac9c38fbfe1 1432 1431 2006-03-30T18:59:01Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) | } 4f345dad3ccfea21ff30622fedbc613a6eb1e32f 1431 1430 2006-03-30T18:58:41Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'' {| class="prettytable" |- valign="top" | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) } ab0a216517a17e0ccb0e5b306033aebb3b6c9483 1430 1429 2006-03-30T18:58:20Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. {| class="prettytable" |- valign="top" |''MAINTAINERS as of revision 1262'' This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) } fbe9ded9b43c524d20a2765075d596446898c927 1429 1408 2006-03-30T18:58:11Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. {| class="prettytable" |- valign="top" |''MAINTAINERS as of revision 1262'' | This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) } 846c484ac93f1fb4cee708c41d07c5cb88de6058 1408 1407 2006-03-30T18:36:16Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) 7a0482e41ca47f1bc8331d689cf756cf065d9a5d 1407 1406 2006-03-30T18:35:57Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) 2c86964818deffb521056dda9a662b254c12a1bd 1406 1405 2006-03-30T18:35:31Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) 85da27dff3eb51bfb5d00a1fd6fdd0aace94d81f 1405 1404 2006-03-30T18:35:17Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. ''MAINTAINERS as of revision 1262'': <blockquote style="background: white; border: 1px solid black; padding: 1em;"> This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) </blockquote> 15649e91e0a38ef0f6659fcbcbbd03dbc4b8ac0d 1404 1403 2006-03-30T18:30:48Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. {| class="prettytable" || ''MAINTAINERS as of revision 1262'': This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) } 97852de5101fda79dafa22252d34760b97833bf3 1403 1402 2006-03-30T18:30:19Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. {| class="prettytable" |- valign="top" | ''MAINTAINERS as of revision 1262'': This code is maintained on svn://odamex.net:2000 Post bugs to bugs.odamex.net IRC irc.oftc.net #odamex AlexMax: alexmayfield@carolina.rr.com (documentation) anarkavre: anarkavre@zoominternet.net (ex-coder) Dash: dashevil@gmail.com (coder) denis: denis@voxelsoft.com (lead) <- patches Manc: mike@mancubus.net (odamex.net) Ralphis: ralphis@unidoom.org Russell: russell@mancubus.net (launcher) SoM: rzeller@ameritech.net (coder) Toke: embryonic138@yahoo.com (coder) } be4c2d47d062eccdc1825e61ff93d7dc7854c3f0 1402 2006-03-30T18:29:52Z Voxel 2 wikitext text/x-wiki The MAINTAINERS file in the svn repository provides a list of email addresses to contact regarding specific issues. {| class="prettytable" |- valign="top" | ''as of revision 1262'': This part of the document has stayed the same from version to version. This paragraph contains text that is outdated - it will be deprecated and deleted in the near future. It is important to spell check this dokument. On the other hand, a misspelled word isn't the end of the world. } 83786b890e9954f424fe5090713975e4de6c3df6 Mailing List 0 1660 3384 2010-02-10T05:53:37Z Russell 4 wikitext text/x-wiki The mailing list is a place for developers to subscribe to so they can get notification updates on bugs and provide feedback to the bug in the bugtracker if need be. The bugtracker itself used to send mail to one person, who may or may not respond, the mailing list instead allows bugzilla to send an email to the list and any subscribed users will get an email/rss update from the mailing list software regarding the bug. Developers can then look up the bug and assign it to themselves, make comments on it etc. == External Links == [http://www.freelists.org/list/odamex-bug-reporter The mailing list] c2a0fd4ced8a91dabca510b8a064bd43d106f853 Main Page 0 1 3952 3926 2020-08-15T23:20:52Z Hekksy 139 Introduce Odalauncher to the main page for support wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[Launcher | Using Odalaunch]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[Discord|Discord]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [[Releases]] (version history) * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|GitHub]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 7a43f7b5f31e5c3fc573724d5d12f5f1dba356e2 3926 3868 2019-07-24T19:15:20Z Hekksy 139 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[Discord|Discord]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [[Releases]] (version history) * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|GitHub]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ c15cac440a1311c25ecaf2ca277ad742338f747d 3868 3865 2019-01-05T05:01:34Z HeX9109 64 removing irc from the front page and replacing it with discord wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[Discord|Discord]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|GitHub]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ cc10a48420395e53fb2b40794e8d3cac46a0edbf 3865 3841 2018-10-13T20:00:38Z HeX9109 64 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|GitHub]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 7d18fb43f53aab9cba7325c8a1e7b25ae01141db 3841 3840 2017-02-23T23:58:11Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:900px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 0c7b325a7ddcc45c40468a4737734adfe31cdaaa 3840 3839 2017-02-23T23:57:48Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="margin-left:auto;margin-right:auto;max-width:800px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="margin-left:auto;margin-right:auto;max-width:800px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 8be62cfd478b637e1149466144e513d4be34fa41 3839 3838 2017-02-23T23:57:13Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row" style="max-width:800px;"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row" style="max-width:800px;"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 9fb39c8027daecf8c974eaffc799a47a790d8298 3838 3837 2017-02-23T23:52:36Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 6f989905f117d0c6e40ab419d99e70a14d613230 3837 3836 2017-02-23T23:51:15Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ __NOTITLE__ b0ea6137d96799f6d6de194bf827cb37f4670a41 3836 3828 2017-02-23T23:50:10Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> <div class="row"> <div class="col-md-6"> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] </div> <div class="col-md-6"> == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] </div> </div> <div class="row"> <div class="col-md-6"> == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] </div> <div class="col-md-6"> == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] </div> </div> <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 6f989905f117d0c6e40ab419d99e70a14d613230 3828 3807 2015-01-28T22:39:23Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px;font-weight:bold;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 31a3920f34d28f50c619d9c0d92ae5a714a7ddf2 3807 3733 2015-01-16T23:22:22Z Manc 1 wikitext text/x-wiki <div id="mf-home"> <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> </div> __NOTOC__ __NOEDITSECTION__ 60392fdd7f138d8795ee966a1708e3be53158f9d 3733 3088 2012-07-14T18:55:10Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doomwiki.org/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ db9f98e4caf3ce28e8e68b0160181116655e6a9a 3088 3065 2008-05-05T15:10:23Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions|FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ f99ac7205ba223c7f6aac33cdacc1baa30501239 3065 3062 2008-05-05T14:39:58Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install|Installation]] * [[How to play|Gameplay]] * [[How to run a server|Running a server]] * [[How to build from source|Building from source]] * [[Frequently Asked Questions]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ 7b304ececd1f772e85d38408e473cedac17e12dc 3062 3061 2008-05-05T14:33:57Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Frequently Asked Questions]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[License]] * [[Server Admin's Guide]] * [[Editing|Maps & Modifications]] * [[Troubleshooting]] * [[Commands]] * [[Variables]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ 5969a04e432a937a86efb22940648fb9d72258b1 3061 3056 2008-05-05T14:30:58Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Frequently Asked Questions]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Contacts|Contacts]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ d421ab9d3836b2d141d6c81c36aa296338b4ddcb 3056 3026 2008-05-05T14:18:53Z Voxel 2 reorder development items wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Frequently Asked Questions]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Coding_standard|Coding standard]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] * [[Contacts|Contacts]] * [[Hacker's Guide]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ 0d5eade119cb6aca329eedaf89876ff9567afd2e 3026 2936 2008-04-25T03:45:23Z Russell 4 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Frequently Asked Questions]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ 7e46a69c2eca88d317d47cdb205c79d4efb41fe3 2936 2908 2007-09-01T22:36:15Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] |} <h3><center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center></h3> __NOTOC__ __NOEDITSECTION__ a9e2cf3d19178578cfb21227194b372e1ed2183b 2908 2899 2007-04-14T17:35:53Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;"><center>Welcome to the [[OdaWiki|Odamex Wiki]]!</center></h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] |} <center> There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference. </center> __NOTOC__ __NOEDITSECTION__ c6c660de96982d72ba4ce8a3c8b4a64fd0899c65 2899 2685 2007-04-11T01:58:17Z Manc 1 xhtml well-formedness wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|style="width:100%;" |- style="vertical-align:top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |style="width: 50%; padding: 0 1em 1em 1em;"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|style="width: 100%;" |- style="vertical-align: top;" |style="width: 50%; padding: 0 1em 1em 1em;"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |style="width: 50%; padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] |} __NOTOC__ __NOEDITSECTION__ f9ec8d320d62ef73b6e6d5d79524c5fa9f78cec5 2685 2672 2007-01-15T14:36:25Z Ralphis 3 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] * [[timeline|Historical Timeline]] |} __NOTOC__ __NOEDITSECTION__ fa7d0da97ef3ca8144f452dd16813c69894a320c 2672 2644 2007-01-12T00:54:19Z Manc 1 Added Editing wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[Editing|Maps & Modifications]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ 736c6b6d26303d67c95ffefeeead0c4dc1e28b20 2644 2512 2007-01-08T22:35:32Z Manc 1 corrected faq version wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom FAQ v6.666] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ 7c48ff0c76334872f4b6f10e886a2930b0b19bee 2512 2475 2006-11-05T05:03:45Z Ralphis 3 Added Forums article wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Forums|Message Boards]] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ 502b42e22a0e4292191b2970fdfc601a248c4acf 2475 2472 2006-10-31T01:48:03Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Contacts|Contacts]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Coding_standard|Coding standards]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ 1d6729784ce10a8b6126adf1b9c389c3fb4a1ebc 2472 2471 2006-10-31T01:44:20Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Svn|SVN]] * [[Hacker's Guide]] * [[Contacts|Contacts]] * [[Coding_standard|Coding standards]] * [[Patches|Submitting Patches]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ ece533cd3765f64ca6f4c9234d42a9db698bf432 2471 2438 2006-10-31T01:42:41Z Ralphis 3 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Coding_standard|Coding Standards Guide]] * [[Contacts|Contacts]] * [[Development roadmap|Roadmap]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Svn|SVN]] |} __NOTOC__ __NOEDITSECTION__ c5ac9a1d65361147d12ebb2701e938a3028cfc4a 2438 2356 2006-10-27T03:56:37Z Manc 1 Add coding guide wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Coding_standard|Coding Standards Guide]] * [[Contacts|Contacts]] * [[Development roadmap|Roadmap]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Svn|SVN]] |} __NOTOC__ __NOEDITSECTION__ 049d36d7cdc0a26f4a729057ad6042c60ce55e1d 2356 2271 2006-09-30T03:06:13Z Manc 1 Add patch submission info to dev section wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Contacts|Contacts]] * [[Development roadmap|Roadmap]] * [[Hacker's Guide]] * [[Patches|Submitting Patches]] * [[Svn|SVN]] |} __NOTOC__ __NOEDITSECTION__ cde92857a7f1b702af24d2e20c2a67275e4df453 2271 2270 2006-08-31T19:41:39Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Svn|SVN]] * [[Hacker's Guide]] * [[Contacts|Contacts]] * [[Development roadmap|Roadmap]] |} __NOTOC__ __NOEDITSECTION__ de549f85de714871d505a1792f0a479b0d761087 2270 2070 2006-08-31T19:41:20Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Svn|SVN]] * [[Hacker's Guide]] * [[Contacts|Contacts]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ 25f1a53ec2876019c8258fccc733e0a709724cc0 2070 2063 2006-04-13T17:50:51Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Svn|SVN]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ 79b7cb82ded6dddcb3e192a66022241c0d593cec 2063 2062 2006-04-13T15:53:50Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" border="1" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Svn|SVN]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ 857bac664bcd38082c4d7156d42b9c0777bbd09a 2062 2058 2006-04-13T15:53:35Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" border="1" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[SVN]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ 8bf87ec957c8cb65ead3936e49121909e75bc1c1 2058 2057 2006-04-13T15:45:03Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] * [[Statistics|Statistics]] * [[Credits|Credits]] |} {|width="100%" border="1" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ d4cd99ae55533dd60f1a35896599e76efe7b1336 2057 2056 2006-04-13T15:44:24Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] |} {|width="100%" border="1" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Server Admin's Guide]] * [[Troubleshooting]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ 85ae5ed4517aa3f9f4a2afee91d224b687ccb9ef 2056 2055 2006-04-13T15:37:14Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="100%" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] |width="50%" style="padding: 0 1em 1em 1em"| == Community == * [[Policy]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Contacts|Contacts]] |} {|width="100%" border="1" |- valign="top" |width="50%" style="padding: 0 1em 1em 1em"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Server Admin's Guide]] |width="50%" style="padding: 0 1em 1em 1em"| == Development == * [[Bugs]] * [[Bug Tester's Guide]] * [[Hacker's Guide]] * [[Development roadmap]] |} __NOTOC__ __NOEDITSECTION__ d6ced98ec04cfc69048e04034a97c4317c02fddb 2055 2054 2006-04-13T15:16:25Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] === Guides === * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] == Community == * [[Policy]] * [[Statistics|Statistics]] * [[Credits|Credits]] * Communication ** [http://odamex.net/boards Message Boards] ** [[IRC|IRC channel]] ** [[Contacts|Contacts]] __NOTOC__ __NOEDITSECTION__ 09863d32836c8857d4472cc5c32088ca3af988f9 2054 2053 2006-04-13T15:15:42Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] === Guides === * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] == Community == * [[Policy]] * [[Statistics|Statistics]] * [[Credits|Credits]] * Communication ** [http://odamex.net/boards Message Boards] ** [[IRC|IRC channel]] ** List of [[People|People involved]] __NOTOC__ __NOEDITSECTION__ 22d349c5a9d47253cdb1afa0f95acc4620c3a893 2053 2013 2006-04-13T15:14:35Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] === Guides === * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] == Community == * [[Policy]] * [[Statistics|Statistics]] * [[Credits|Credits]] * [[Communication|Communication]] ** [http://odamex.net/boards Message Boards] ** [[IRC|IRC channel]] ** [[People|People]] __NOTOC__ __NOEDITSECTION__ 5528cd072a1f0080eb86b0793633d580811b6299 2013 2004 2006-04-12T02:53:05Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] === Guides === * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] * [[Credits|Credits]] __NOTOC__ __NOEDITSECTION__ 27b82c9ed2e4c5315db2ec0749b1554f2c3794aa 2004 2003 2006-04-12T02:32:00Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] === Guides === * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] __NOTOC__ __NOEDITSECTION__ 2ef90514af088bc225125a5ddd84209b5b024e9d 2003 1936 2006-04-12T02:31:28Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [[Development Roadmap]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] ==== Guides ==== * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] __NOTOC__ __NOEDITSECTION__ 39e917470c513893aa1f6e9ffb0ee857832ce76a 1936 1842 2006-04-08T00:18:10Z AlexMax 9 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's Guide]] * [[Server Admin's Guide]] * [[Bug Tester's Guide]] * [[Development Roadmap]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] __NOTOC__ __NOEDITSECTION__ dc143ea41e8e0e156ec01add7ea9bf048e808fa1 1842 1784 2006-04-07T01:22:23Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] * [[Development Roadmap]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] * [[Statistics|Statistics]] __NOTOC__ __NOEDITSECTION__ ccbfd86fc12d7af0afac8827783bbed3ef82868e 1784 1749 2006-04-04T15:57:16Z AlexMax 9 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] * [[Development Roadmap]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ caecaf4ce2d5586d580e00380fc801a20228b301 1749 1733 2006-04-03T16:07:41Z Manc 1 Added "What is Odamex?" To Getting Started wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[Odamex|What is Odamex?]] * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 3a3620e1223fd2f033761630bb0be50c735e97ac 1733 1731 2006-04-01T00:19:33Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> === Getting started === * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] === Documentation === * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] ===Community=== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ f10ff5ed78132cc25d6484ca0a9c4967866804c5 1731 1709 2006-04-01T00:19:08Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> ===Getting started=== * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ adfb886595dfe76b6df9511d6e153936cdf9e2e2 1709 1707 2006-03-31T08:59:25Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ 0c1e92130c640aca117f70107f9af9a49ea77782 1707 1706 2006-03-31T07:21:14Z Voxel 2 Not ready for tables yet :) wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 64bfb79f496b61234e938b12878dc0f4399542b4 1706 1705 2006-03-31T07:20:38Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {| |width="50%"| == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] |width="50%"| == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] |} == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ a11187cc921fef2e96e49ede8008862c520caaab 1705 1704 2006-03-31T07:13:40Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 64bfb79f496b61234e938b12878dc0f4399542b4 1704 1703 2006-03-31T07:13:18Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="25%" | == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] |- == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] |} == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 103adc250ea886efc5db35b8b64d91f6d24aaabd 1703 1575 2006-03-31T07:13:00Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> {|width="25%" | == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] |} == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 26f922cd2539b5b13c346a79c13e1df73a939cad 1575 1564 2006-03-30T21:56:29Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [http://odamex.net/doc/doomfaq_v666.txt The Doom v666 FAQ] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 64bfb79f496b61234e938b12878dc0f4399542b4 1564 1559 2006-03-30T21:39:31Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Commands]] * [[Variables]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 106abcc39a2b7dbeae7c9a75f1d79126186ce38f 1559 1558 2006-03-30T21:35:40Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Console commands]] * [[Variables]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ e3e104580b2afa89de66b2d6a3e10900d814b4c8 1558 1552 2006-03-30T21:35:29Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Console commands]] * [[:Category:Variables|Variables]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ ef0992d4dc9d24c3532d21ec13ad70b3f8efcdd4 1552 1533 2006-03-30T21:32:49Z AlexMax 9 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[:Category:Console Commands|Console Commands]] * [[:Category:Variables|Variables]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 42117160fae003d481255998601af0de5ff824fb 1533 1532 2006-03-30T21:13:16Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[:Category:Console Commands|Console Commands]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 21cc5ceda83c816452509c3c1bfddd46443a17b7 1532 1531 2006-03-30T21:13:05Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[:Category:Console Commands]|Console Commands] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 5846c431047d5483ea5cc6e4a4aa5f04ec49ba1d 1531 1525 2006-03-30T21:12:49Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[:Category:Console_Commands]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 5c8f9ab650eb6ca433ca7be7a151755c210ec70f 1525 1524 2006-03-30T21:09:31Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 8cb46e6d7aba132de0c9c9f88a5a086807722172 1524 1457 2006-03-30T21:09:23Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Category:Command list]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 493ccef2f73676b0b79bc2b6757d180bda3d46cd 1457 1455 2006-03-30T19:24:44Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] * [[Server admin's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 8cb46e6d7aba132de0c9c9f88a5a086807722172 1455 1454 2006-03-30T19:24:01Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[License]] * [[Doom faq]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] * [[Hacker's guide]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 7795e225c092deb355fee97426b9db0430e15135 1454 1450 2006-03-30T19:23:23Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[Doom faq]] * [[License]] * [http://doom.wikia.com/wiki/Entryway The Doom Wiki] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 4ce6f5e55c7219b96f495e563028510a6c9ea9e1 1450 1447 2006-03-30T19:19:03Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to install]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[Doom faq]] * [[License]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 3b044b0e73fce55a1665aae81359f5eb6892e057 1447 1441 2006-03-30T19:12:16Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] * [[FAQ]] == Documentation == * [[Command list]] * [[Cvar list]] * [[Doom faq]] * [[License]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 8d4899a241134f5c4bea417e1668bb027b3575a5 1441 1424 2006-03-30T19:03:51Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] == Documentation == * [[Command list]] * [[Cvar list]] * [[Doom faq]] * [[License]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 72425bc63a8a696956977619ea33bba11d8ff06b 1424 1423 2006-03-30T18:53:13Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] * [[Troubleshooting]] == Documentation == * [[Command list]] * [[Cvar list]] * [[Doom faq]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 03698c40a4cfc9afca2dcf52bc959c99e67e30a0 1423 1422 2006-03-30T18:52:42Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] === Problems === * [[Troubleshooting]] == Documentation == * [[Doom faq]] === Quick Reference === * [[Command list]] * [[Cvar list]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ c23a4197b08a6636b36a724debe8127388c85b39 1422 1420 2006-03-30T18:52:27Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] === Problems === * [[Troubleshooting]] === Documentation === * [[Doom faq]] == Quick Reference == * [[Command list]] * [[Cvar list]] == Community == * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ e849176dc210acec4ed4c1d860a3c7de997e12bf 1420 1419 2006-03-30T18:51:18Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[How to build from source]] === Problems === * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] === Documentation === * [[Doom faq]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ a5552bc8b638e4382cf00104941018389379e266 1419 1415 2006-03-30T18:48:34Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[How to run a server]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] === Documentation === * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 97bb5d0ab5391d4ef29c24226d7698216a213cff 1415 1414 2006-03-30T18:42:32Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] === Documentation === * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] __NOTOC__ __NOEDITSECTION__ 97c81044f4a127d0392ca2b3645f7504e6f893b5 1414 1413 2006-03-30T18:42:09Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] === Documentation === * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] __NOTOC__ __NOEDITSECTION__ 3d6dd03e1bfd0b602d2baacd9f1fe7cc7311172d 1413 1412 2006-03-30T18:41:33Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[How to intall]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] __NOTOC__ __NOEDITSECTION__ 90893ee69581d507985cb0849ccb194a4a9e3520 1412 1411 2006-03-30T18:41:00Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Downloading and Installing]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [[IRC|IRC channel]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] __NOTOC__ __NOEDITSECTION__ 8bf3c51a358bdadc25c2a4e05a82c0f26df170ff 1411 1410 2006-03-30T18:40:48Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Downloading and Installing]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] * [http://odamex.net/boards Message Boards] * [IRC|IRC channel] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] __NOTOC__ __NOEDITSECTION__ 4d52113e345e5e64d867682acbca00052930b5bc 1410 1409 2006-03-30T18:39:50Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> == Getting started == * [[Downloading and Installing]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] __NOTOC__ __NOEDITSECTION__ e7b35d6705dde2c19becd83a36313327b3743a76 1409 1372 2006-03-30T18:39:08Z Voxel 2 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == * [[Downloading and Installing]] * [[How to play]] * [[Troubleshooting]] === Quick Reference === * [[Command list]] * [[Cvar list]] * [[Doom faq]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ 9bf8b98cb68fe2b3d7e1aedb2b62a3baa18cb823 1372 1371 2006-03-30T07:53:34Z Manc 1 wikitext text/x-wiki <h1 style="border: none; margin-bottom: 20px; width:100%;text-align:left;">Welcome to the [[OdaWiki|Odamex Wiki]]! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h1> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ 5cd2a5195c3f7b878dcd10d2b2bda7a7b184eddb 1371 1370 2006-03-30T07:50:15Z Manc 1 wikitext text/x-wiki <h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ e9879263cfa23a2a1beb66633c0a7cb159278a32 1370 1369 2006-03-30T07:50:04Z Manc 1 wikitext text/x-wiki <h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTITLE__ __NOTOC__ __NOEDITSECTION__ 21e5c6ddff33cf3e4c1c0cbdf379498692781cc0 1369 1368 2006-03-30T07:38:59Z Manc 1 wikitext text/x-wiki <h3 style="margin-bottom: 20px; width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ e9879263cfa23a2a1beb66633c0a7cb159278a32 1368 1367 2006-03-30T07:37:28Z Manc 1 wikitext text/x-wiki <h3 style="width:100%;text-align:left; font-size: large;">Welcome to the Odamex Wiki! There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ 097f44f94db0339274197a70d66ada93538e5a1a 1367 1366 2006-03-30T07:36:39Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1> <h3 style="width:100%;text-align:left;">There are currently [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles for reference.</h3> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> __NOTOC__ __NOEDITSECTION__ 2915a016470e06b73f80b6d915a57e941f068273 1366 1365 2006-03-30T07:29:47Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1> <table style="color: #FFF; width: 65%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> e6b8ccf97f607495b7d2db5579c00455a32a7821 1365 1364 2006-03-30T07:28:40Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1> <table style="color: #FFF; width: 45%; margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ===Community=== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> 8b8d4cc0f8ab92121edf6fd5a3c37a4a2b77f07a 1364 1363 2006-03-30T07:27:14Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1> <table style="margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </td></tr> </table> 28d77da54126f45cd3417ba0ee3135c0bfd17934 1363 1362 2006-03-30T07:26:40Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1> <table style="margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> c4f5bbef629705c520ba285c4587638fe8536362 1362 1361 2006-03-30T07:26:29Z Manc 1 wikitext text/x-wiki <h1>Welcome to the Odamex Wiki!</h1 <table style="margin: 0 auto 0 auto; background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large; text-align: center;">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> 484727be4bfdf27177a761aff7f5fac7a74236b6 1361 1360 2006-03-30T07:25:22Z Manc 1 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table style="background-color: #00003a"> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> f60821511d63f157563c9a29b08c33bde00e5dd6 1360 1359 2006-03-30T07:24:45Z Manc 1 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table> <th style="border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> 99ee58d9aabf26cedd19720cccfe6f24e33f52d8 1359 1303 2006-03-30T07:24:15Z Manc 1 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table> <th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> c4e1aebbbc8b2238b4152a310071ef2a40b989bf 1303 1295 2006-03-28T21:26:20Z Manc 1 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table cellpadding="0" cellspacing="0" border="0"> <th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://odamex.net/bugs Odamex Bug Tracker] </table></center> 9a812fd12112c4b7871c75ce6d969a83325293b1 1295 1294 2006-03-28T21:12:41Z Ralphis 3 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table cellpadding="0" cellspacing="0" border="0"> <th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] == External links == * [http://bugs.odamex.net/ Odamex Bug Tracker] </table></center> 8067a2653c0053a720f60608b5f1670eca0f66a0 1294 1292 2006-03-28T21:12:24Z Ralphis 3 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table cellpadding="0" cellspacing="0" border="0"> <th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] </center> == External links == * [http://bugs.odamex.net/ Odamex Bug Tracker] </table> e7526218f1d3fb976edf931a3479ffa2da9aa514 1292 1291 2006-03-28T21:08:16Z 216.15.108.253 0 wikitext text/x-wiki <center><big><b>Welcome to the Odamex Wiki!</b></big></center> <center><table cellpadding="0" cellspacing="0" border="0"> <th style="background-color: #e2e2ff; border: 2px solid #e2e2ff; border-bottom: none; padding-top: 0.2em; padding-bottom: 0.2em; font-size: large;" align="center" width="45%">'''Odamex Wiki Navi''' <tr valign="top"><td style="background-color: #f8f8ff; border: 2px solid #e2e2ff; border-top: none; padding: 0.6em; padding-top: none;"> == Getting started == ===The Game=== * [[Doom faq]] * [[cvar list]] ===Developing=== * [[Compiling on Windows with Codeblocks]] ==Community== * [[Policy]] </table></center> == External links == * http://bugs.odamex.net/ 85f2ab27dfc303a3c1dfdb233078044f10c999b1 1291 1288 2006-03-28T20:40:31Z Voxel 2 wikitext text/x-wiki <big>Welcome to the odamex wiki</big> == Getting started == * [[Doom faq]] * [[cvar list]] == External links == * http://bugs.odamex.net/ 9153cb1780b4d098c2fd406d0465344fa6bcc372 1288 1 2006-03-28T20:33:08Z 83.67.16.209 0 wikitext text/x-wiki <big>Welcome to the odamex wiki</big> == Getting started == * [[Doom faq]] * [[cvar list]] 61f816eb2a257bb054222f7c3ee8cfe9dbbce726 1 2006-03-28T04:04:21Z MediaWiki default 0 wikitext text/x-wiki <big>'''MediaWiki has been successfully installed.'''</big> Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for information on using the wiki software. == Getting started == * [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list] * [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ] * [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list] cfe9e457290978db5c59f7ed0e6495177716a20e Map 0 1412 2125 2124 2006-04-14T21:56:15Z AlexMax 9 /* map ''lumpname'' */ wikitext text/x-wiki ===map ''lumpname''=== Changes the currently playing map to map ''lumpname''. For most maps, this will either be in a format of MAP''xx'' where ''xx'' is the map you're attempting to change to, or E''x''M''y'', where ''x'' is the episode and ''y'' is the map you're attempting to change to. [[Category:Server_commands]] a6121eede2c4fd46f9f6a28fa20602e9280a0ffa 2124 2123 2006-04-14T21:54:55Z AlexMax 9 /* =map ''lumpname'' */ wikitext text/x-wiki ===map ''lumpname''=== Changes the currently playing map. [[Category:Server_commands]] 7a4319b9294057e5791821ba4746123145d49153 2123 2006-04-14T21:54:46Z AlexMax 9 wikitext text/x-wiki ===map ''lumpname''== Changes the currently playing map. [[Category:Server_commands]] a42362ebff50e2665681f717214503ca22c69426 Map List 0 1584 3920 3919 2019-02-06T14:37:53Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: <br/> addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/> addmap map01 <--maplist <br/> addmap map00 <br/> addmap map02 <br/> addmap map00 <br/> addmap map03 <br/> addmap map00 <br/> - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 6d61a526ed000c6f099b26b15183d8d76f2c082e 3919 3918 2019-02-06T14:37:32Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/> addmap map01 <--maplist <br/> addmap map00 <br/> addmap map02 <br/> addmap map00 <br/> addmap map03 <br/> addmap map00 <br/> - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 9ee204eaed96c882b8db5ef103711e342ff32678 3918 3917 2019-02-06T14:36:55Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first <br/> addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 7eb0d15343f8e45949ae5c60ba6199ea604be733 3917 3916 2019-02-06T14:36:35Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first &nbsp; addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 573e95309e61d0f58d4f5d8d17682df449ae9dfd 3916 3915 2019-02-06T14:35:34Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 {{plainlist| * cat * dog * horse * cow * sheep * pig }} - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' b868dd359e75716e4934f6b696a8201698d95436 3915 3914 2019-02-06T14:33:34Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 6dc9c52a613a08c34717747a84c463307c1a3b60 3914 3913 2019-02-06T14:33:08Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 79cdaa25146207ff91d59953ed59e5be40b031ed 3913 3775 2019-02-06T14:32:21Z Rude 136 /* addmap */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. example: addmap map00 doom2.wad duel2015.wad <--iwad followed by pwad first addmap map01 <--maplist addmap map00 addmap map02 addmap map00 addmap map03 addmap map00 - map00 is the lobby map of duel2015.wad, so after any map is played, you will be returned there ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 3074b9c2b0b560dd4f811f4ec41d0c7685de9748 3775 3774 2013-09-14T18:09:53Z Ant P. 78 /* sv_shufflemaplist */ oops, follow section title convention properly wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 725ffaae905359312000bad31764d63b9cfe09e7 3774 3623 2013-09-14T18:08:57Z Ant P. 78 /* shufflemaplist */ docs were wrong, it's sv_shufflemaplist in the source code wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===sv_shufflemaplist=== Usage: '''sv_shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 95a096f6ae327fa3885c015a925e4e13168b7bed 3623 3614 2012-04-01T16:54:02Z Ralphis 3 Added emptyfreeze wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyfreeze=== Usage: '''emptyfreeze (0-1)''' When enabled, the server will become "frozen" and not process any game tics until a player joins the server. NOTE: This feature is experimental and maps will not progress while the server is frozen. ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 77bfaca5ab4a4f32c89722b9ff86681db61dd056 3614 3613 2012-02-12T16:41:28Z Ralphis 3 /* Map Voting */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===map voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' 66011b258c2bf865dd542f0c49c84e1f294930b8 3613 3588 2012-02-12T16:41:10Z Ralphis 3 /* Other Useful Map Related Commands/CVARs */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. ===Map Voting=== ''For full information on modifying and maintaining client vote privileges, refer to [[Voting]].'' eaf38df653a36b0ac55048462aa9ac720269e621 3588 3587 2011-12-13T15:09:51Z Ralphis 3 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. fb3c6da0d3da1becd02c66edbedfa94280065514 3587 3442 2011-12-13T15:09:07Z Ralphis 3 /* nextmap (cvar) */ wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_nextmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 4a05012e7a0fe93c07a0a9f6ca474cb5059567b1 3442 3361 2010-08-06T05:06:35Z Ralphis 3 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap (ccmd)=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===nextmap (cvar)=== Usage: '''sv_curmap''' A read-only [[cvar]] for servers that checks the next map number. Useful for [[if]] statements. ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 8f0680bb53f21cf0f8ab8bcc06c027b7eb9defbf 3361 3339 2008-10-09T18:45:52Z Nes 13 Remove NotInCurrentVersion template on shufflemaplist. wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 79f74c76617227494574cc1860a828f8ec9d114a 3339 3336 2008-08-14T21:43:11Z Nes 13 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' {{NotInCurrentVersion}} Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 6c7b9ffb985987b1447424b350c66c6382f1b197 3336 3330 2008-08-14T20:45:51Z Nes 13 shufflemaplist wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===shufflemaplist=== Usage: '''shufflemaplist (0-1)''' Turns on map shuffling. This will shuffle the map list order. (Not exactly random, as each map will be played once during each shuffle.) ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 79f74c76617227494574cc1860a828f8ec9d114a 3330 3318 2008-08-09T03:22:37Z Ralphis 3 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''curmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 753811ee6e9a480ad1f22818eb817df20fcc1ccb 3318 3295 2008-08-06T20:21:41Z Ralphis 3 Add emptyreset wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ==Other Useful Map Related Commands/CVARs== ===emptyreset=== Usage: '''emptyreset (0-1)''' When enabled, this cvar will reload the map if all clients disconnect. This is ideal for frag-limited 1-on-1 servers where games may go unfinished. ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. c9526eb5be69df9764be5d8ae35b4d4a593f9847 3295 3274 2008-08-06T18:55:28Z Ralphis 3 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ==Other Useful Map Related Commands/CVARs== ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. ===[[startmapscript]] & [[endmapscript]]=== Startmapscript and endmapscript are ways of setting gameplay variables for the start and end of a map. Read [[Map Scripts]] for more information. 5cba3d2568a31ef800524187b504e569d707d8b0 3274 3273 2008-08-06T16:45:35Z Ralphis 3 Added loopepisode wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ==Other Useful Map Related Commands/CVARs== ===loopepisode=== Usage: '''loopepisode (0-1)''' A cvar used for cooperative games played on (Ultimate)Doom. If enabled, the server will return to ExM1 after completing ExM8. 0bee68a24f08f0a973dcd12ed3dca1bfb6ee5b2f 3273 3272 2008-08-06T16:03:11Z Ralphis 3 formatting wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). a2e59cc01cbbf839ab34b70fccbe976073e5abab 3272 3271 2008-08-06T16:02:42Z Ralphis 3 duh alphabetical fix wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). 0d4d52bd7637efd6ba2415d2d7d8479fa2d9e315 3271 3230 2008-08-06T16:02:02Z Ralphis 3 Add curmap cvar wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). ===curmap=== Usage: '''nextmap''' A read-only [[cvar]] for servers that checks the map number. Useful for [[if]] statements. 63ca10c4237d97147437a6b13e71a077889b5be7 3230 3210 2008-06-16T01:15:13Z Russell 4 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [...]''' Adds a map to the map list, any following arguments are passed to the [[wad (console_command)|wad]] console command. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). f771be7b9e989203f3e7c1fb9a14062577dc4ebf 3210 3209 2008-06-06T21:06:13Z Nes 13 wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [optional wad name]''' Adds a map to the map list with an optional wad to load. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). 229c6ad3efe597536f4773d863b3c27afa4b9897 3209 3135 2008-06-06T21:04:59Z Nes 13 add intro wikitext text/x-wiki One of the key features in Odamex is a dynamic maplisting functionality to create dynamic servers. Each entry in the map list currently contains a map name (such as E1M1 and MAP01) and a PWAD file. Currently, the map list supports only one pwad at a time. More special functionality for inputting and saving/loading the map list is under development. ===addmap=== Usage: '''addmap (map name) [optional wad name]''' Adds a map to the map list with an optional wad to load. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current map list. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current map list. Similar to [[forcenextmap]], only progresses naturally (with intermission). 5a7a7e817dc3d24455caf6da5cecd0fbc3164c09 3135 3130 2008-05-18T13:18:35Z Voxel 2 wikitext text/x-wiki (intro to the map list concept and functionality here) ===addmap=== Usage: '''addmap (map name) [optional wad name]''' Adds a map to the map list with an optional wad to load. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect, will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission). 8e65b0e2c824a992308079b740b8faad9805e2f6 3130 3121 2008-05-18T12:01:17Z Russell 4 wikitext text/x-wiki (intro to the map list concept and functionality here) ===addmap=== Usage: '''addmap (map name) (wad name [optional])''' Adds a map to the map list with an optional wad to load. Note: You do not need to keep specifying the wad after its loaded for each subsequent addmap command, doing this will cause the server to reconnect any clients when the map changes, thus any clients which reconnect, will have their "state" (weapons, ammo, points) reset. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission). ae93ab969921798868dcba613589c3f6ed711c25 3121 2008-05-12T23:56:37Z Nes 13 wikitext text/x-wiki (intro to the map list concept and functionality here) ===addmap=== Usage: '''addmap (map name) (wad name [optional])''' Adds a map to the map list. ===clearmaplist=== Usage: '''clearmaplist''' Clears the map list. '''WARNING: No request for confirmation. Use at your own risk!''' ===forcenextmap=== Usage: '''forcenextmap''' Progresses to the next map in the current [[map list]]. Similar to [[nextmap]], only progresses quickly (without intermission). ===maplist=== Usage: '''maplist''' Displays the entire map list in the console. ===nextmap=== Usage: '''nextmap''' Progresses to the next map in the current [[map list]]. Similar to [[forcenextmap]], only progresses naturally (with intermission). c04c19e6ddf49b90eb76e0be676726daf10072e0 Map Scripts 0 1548 2880 2007-03-27T20:14:03Z Manc 1 Redirect to Map scripts wikitext text/x-wiki #REDIRECT [[Map_scripts]] 19bf8e7cd7e41a48431349963b5a063e75e99940 Map scripts 0 1547 3457 3298 2010-08-13T03:51:12Z Ralphis 3 wikitext text/x-wiki ''For relevant information regarding Map lists, visit [[Map List]].'' == Overview == '''sv_startmapscript''' and '''sv_endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map. == Syntax == A little knowledge of scripting/programming will help when creating map scripts. === if === '''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script: <pre> if CVAR1 eq VALUE1 CVAR2 VALUE2 </pre> Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2" == Usage == These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting sv_startmapscript/sv_endmapscript to the script line, sv_startmapscript and sv_endmapscript can also be set to execute an external file containing a script, for example: <pre> set sv_startmapscript "+exec script.cfg" </pre> Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01. <pre> if sv_curmap eq MAP01 SKILL 3 </pre> If you wanted to change the hostname of the server when the map changes to MAP30 <pre> if sv_curmap eq MAP30 hostname "join if you dare" </pre> == See Also == == External Links == fb90b0d767e0a8ee63f70a093159e42d26452d34 3298 3294 2008-08-06T18:58:45Z Ralphis 3 link to map list wikitext text/x-wiki ''For relevant information regarding Map lists, visit [[Map List]].'' == Overview == '''startmapscript''' and '''endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map. == Syntax == A little knowledge of scripting/programming will help when creating map scripts. === if === '''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script: <pre> if CVAR1 eq VALUE1 CVAR2 VALUE2 </pre> Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2" == Usage == These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example: <pre> set startmapscript "+exec script.cfg" </pre> Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01. <pre> if curmap eq MAP01 SKILL 3 </pre> If you wanted to change the hostname of the server when the map changes to MAP30 <pre> if curmap eq MAP30 hostname "join if you dare" </pre> == See Also == == External Links == 3436c360b9d2b50c5e28a0319c12cf3ae0b043b9 3294 3293 2008-08-06T18:52:51Z Ralphis 3 /* Overview */ wikitext text/x-wiki == Overview == '''startmapscript''' and '''endmapscript''' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map. == Syntax == A little knowledge of scripting/programming will help when creating map scripts. === if === '''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script: <pre> if CVAR1 eq VALUE1 CVAR2 VALUE2 </pre> Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2" == Usage == These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example: <pre> set startmapscript "+exec script.cfg" </pre> Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01. <pre> if curmap eq MAP01 SKILL 3 </pre> If you wanted to change the hostname of the server when the map changes to MAP30 <pre> if curmap eq MAP30 hostname "join if you dare" </pre> == See Also == == External Links == 6964f3715f39dd4b6338031ed5afdb128949647d 3293 2879 2008-08-06T18:52:34Z Ralphis 3 /* Overview */ wikitext text/x-wiki == Overview == ''startmapscript'' and ''endmapscript'' are ways of setting gameplay variables, or [[CVARS]], for the start and end of a map. == Syntax == A little knowledge of scripting/programming will help when creating map scripts. === if === '''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script: <pre> if CVAR1 eq VALUE1 CVAR2 VALUE2 </pre> Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2" == Usage == These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example: <pre> set startmapscript "+exec script.cfg" </pre> Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01. <pre> if curmap eq MAP01 SKILL 3 </pre> If you wanted to change the hostname of the server when the map changes to MAP30 <pre> if curmap eq MAP30 hostname "join if you dare" </pre> == See Also == == External Links == 01da80b6bf0d6df1fb6095855150a46fa0fa6b45 2879 2007-03-26T23:22:28Z Russell 4 wikitext text/x-wiki == Overview == [[startmapscript]] and [[endmapscript]] are ways of setting gameplay variables (CVARS) for the start and end of a map == Syntax == A little knowledge of scripting/programming will help when creating map scripts. === if === '''if''' is a widely used conditional statement in both programming and scripting, here is an example on its use in a map script: <pre> if CVAR1 eq VALUE1 CVAR2 VALUE2 </pre> Basically, this says "if the value of CVAR1 is equal to VALUE1 then set CVAR2 to VALUE2" == Usage == These scripts are entered into either your '''odasrv.cfg''', when odasrv is running by setting startmapscript/endmapscript to the script line, startmapscript and endmapscript can also be set to execute an external file containing a script, for example: <pre> set startmapscript "+exec script.cfg" </pre> Now for an example, say we wanted to set the skill to 3 for the next level at the end of MAP01. <pre> if curmap eq MAP01 SKILL 3 </pre> If you wanted to change the hostname of the server when the map changes to MAP30 <pre> if curmap eq MAP30 hostname "join if you dare" </pre> == See Also == == External Links == da285089d1796774a939c279f330079229a15007 Maplist 0 1588 3161 3127 2008-05-28T23:16:33Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#maplist]][[Category:Server_commands]] edcec9c9f3306105c88fdf48829ef74bffdd522f 3127 2008-05-13T00:20:59Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map_List#maplist]] [[Category:Server_commands]] 5c6d129ed5e39e8eb0483365fef9ddd7b182b8ea Master 0 1319 3365 3241 2008-10-27T17:25:17Z GhostlyDeath 32 odamex.org is dead wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - master1.odamex.net:15000 * Secondary - master2.odamex.net:15000 == Protocol == The protocol is documented on the [[Launcher Protocol]] page. a6454b342f5051b2e1834dad9f675496ccaa6fa4 3241 3079 2008-07-01T23:09:55Z Manc 1 wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - master1.odamex.net:15000 * Secondary - odamex.org:15000 (master2.odamex.net:15000) == Protocol == The protocol is documented on the [[Launcher Protocol]] page. 1b0cfc6d2c9a29f8107cd2a83b81371446acbdbf 3079 3071 2008-05-05T15:00:39Z Voxel 2 wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - odamex.net:15000 * Secondary - odamex.org:15000 == Protocol == The protocol is documented on the [[Launcher Protocol]] page. 419c37836be10c0acf909e561a400470c669bd9f 3071 3069 2008-05-05T14:47:51Z Voxel 2 wikitext text/x-wiki {{stub}} {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - odamex.net:15000 * Secondary - odamex.org:15000 == Protocol == The protocol is documented on the [[Launcher Protocol]] page. 3df102fa89b11ebbda2ed61cc579ced48e533633 3069 2921 2008-05-05T14:46:03Z Voxel 2 wikitext text/x-wiki {{stub}} {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - odamex.net:15000 * Secondary - odamex.org:15000 == Protocol == The protocol is documented on the [[Launcher protocol]] page. 6cca52535e2fedbcfffa62a0b28e2da27b6a0a35 2921 2652 2007-04-26T03:49:34Z Manc 1 /* Current Master Servers */ add addresses wikitext text/x-wiki {{stub}} {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary - odamex.net:15000 * Secondary - odamex.org:15000 08f79c104764e031a9bb98eadaa55aeced3f9baa 2652 1484 2007-01-09T20:54:06Z Ralphis 3 wikitext text/x-wiki {{stub}} {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary * Secondary 0bac5b1b34a21cfbe817ab4ac1bca17781212816 1484 1483 2006-03-30T20:26:30Z Voxel 2 wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. [[Launcher|Launchers]] query master servers in order to get the list of currently running game servers. == Current Master Servers == * Primary * Secondary d474bff69e43f10d3ec2111e64248f07f36c934c 1483 1482 2006-03-30T20:25:29Z Voxel 2 wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary 45aac05a22480e8b7a78cbb9fbc85d0b08829298 1482 1480 2006-03-30T20:25:11Z Voxel 2 wikitext text/x-wiki == Master server == {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary 5fe4930b859c6a7a06415f9e21278f7405ebcd34 1480 1469 2006-03-30T20:24:19Z Voxel 2 wikitext text/x-wiki {{Modules}} == Master server == The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary b1b3a036782b3bf813ddb7fd71e250468b53cce9 1469 1468 2006-03-30T20:15:02Z Voxel 2 wikitext text/x-wiki == Master server == {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary 4855e674ee970bddcfa6b1d2d4f6c9e9db7b3836 1468 1465 2006-03-30T20:13:40Z Voxel 2 wikitext text/x-wiki {{Modules}} The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary 45aac05a22480e8b7a78cbb9fbc85d0b08829298 1465 1464 2006-03-30T20:04:12Z Voxel 2 wikitext text/x-wiki The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary {{Modules}} d7765324ac8f4e5b03e90e80b25f84b77bbff48d 1464 1463 2006-03-30T20:00:49Z Voxel 2 wikitext text/x-wiki The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary [[Category:Components]] d998597c65f3b3adddf333cf0595e2d16d415b78 1463 1443 2006-03-30T19:59:07Z Voxel 2 wikitext text/x-wiki The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary [[Category:Odamex modules]] aa59678b00bc20056720bcb7e5533f2dc81ff92b 1443 2006-03-30T19:08:04Z Voxel 2 wikitext text/x-wiki The master server keeps a list of active servers. Odamex supports multiple master servers, in case a master server is unavailable for any reason. == Current Master Servers == * Primary * Secondary 30542fbe8d331b60d823ef2ca5b76d764da95d57 Masters 0 1340 3313 1775 2008-08-06T20:16:04Z Ralphis 3 redirect to Basic Server Settings wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#masters]][[Category:Server commands]] 79523dd7698b2a0d1a931fc6da345ffa3629c965 1775 1584 2006-04-03T19:24:43Z AlexMax 9 wikitext text/x-wiki ===masters=== Lists master servers which the server will advertise to if [[Usemasters|usemasters]] is set. [[Category:Server commands]] 36198fd15ccb89514ade388b1be2a44432b60ca0 1584 1583 2006-03-30T22:05:37Z Voxel 2 wikitext text/x-wiki Lists master servers which the server will advertise to if [[Usemasters|usemasters]] is set. [[Category:Server commands]] ad1309ab807923052da566861375bfc807aa3f40 1583 1582 2006-03-30T22:05:25Z Voxel 2 wikitext text/x-wiki Lists master servers which the server will advertise to if [[Usemasters:usemasters]] is set. [[Category:Server commands]] 4167d0c3ef451415e1a48de9205ea917ef3af920 1582 2006-03-30T22:05:08Z Voxel 2 wikitext text/x-wiki Lists master servers which the server will advertise to if [[Usemasters:usemasters]] is set. bad501d05e668e0b403e12bd48daf90d6640ab7a Media 0 1469 3835 3834 2017-02-23T17:51:03Z Manc 1 /* Launcher screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]] </div> <div class="col-md-4"> [[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]] </div> <div class="col-md-4"> [[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]] </div> </div> <div class="row"> <div class="col-md-4"> [[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]] </div> <div class="col-md-4"> [[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]] </div> <div class="col-md-4"> [[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]] </div> </div> == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odalaunchlinux.png|320px|thumb|center|FreeBSD 6.1]] </div> <div class="col-md-4"> [[Image:Odalaunch-windows.png|320px|thumb|center|Windows XP]] </div> <div class="col-md-4"> [[Image:Odalaunch-macosx.png|320px|thumb|center|OSX 10.4.8]] </div> </div> 5e685d3da84b285f65f3d7ef9761cf87b67288d6 3834 3833 2017-02-23T17:50:32Z Manc 1 /* Launcher screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]] </div> <div class="col-md-4"> [[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]] </div> <div class="col-md-4"> [[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]] </div> </div> <div class="row"> <div class="col-md-4"> [[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]] </div> <div class="col-md-4"> [[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]] </div> <div class="col-md-4"> [[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]] </div> </div> == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] </div> <div class="col-md-4"> [[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] </div> <div class="col-md-4"> [[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] </div> </div> ebcd6252901eb703cef10cf75d0a642d71d80f77 3833 3832 2017-02-23T17:49:33Z Manc 1 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odamex-r103-winxp.png|320px|thumb|center|Windows XP]] </div> <div class="col-md-4"> [[Image:Odamex-r86-fbsd62.png|320px|thumb|center|FreeBSD 6.2]] </div> <div class="col-md-4"> [[Image:Odamex-r100-openbsd.png|320px|thumb|center|OpenBSD 4.0]] </div> </div> <div class="row"> <div class="col-md-4"> [[Image:Odamex-r120-solaris.png|320px|thumb|center|Solaris 10]] </div> <div class="col-md-4"> [[Image:Odamex-r166-linuxppc.png|320px|thumb|center|GNU/Linux 2.6.18-powerpc]] </div> <div class="col-md-4"> [[Image:Odamex-r166-osxppc.png|320px|thumb|center|OSX 10.4.8]] </div> </div> == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] |} 791d200e1884955889879b184e49349a0e8ca93c 3832 3831 2017-02-23T17:48:21Z Manc 1 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odamex-r103-winxp.png|320px|thumb|none|Windows XP]] </div> <div class="col-md-4"> [[Image:Odamex-r86-fbsd62.png|320px|thumb|none|FreeBSD 6.2]] </div> <div class="col-md-4"> [[Image:Odamex-r100-openbsd.png|320px|thumb|none|OpenBSD 4.0]] </div> </div> <div class="row"> <div class="col-md-4"> [[Image:Odamex-r120-solaris.png|320px|thumb|none|Solaris 10]] </div> <div class="col-md-4"> [[Image:Odamex-r166-linuxppc.png|320px|thumb|none|GNU/Linux 2.6.18-powerpc]] </div> <div class="col-md-4"> [[Image:Odamex-r166-osxppc.png|320px|thumb|none|OSX 10.4.8]] </div> </div> == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] |} f517c2b03ae06858c55718722b82403c6ef4bf84 3831 3830 2017-02-23T17:44:20Z Manc 1 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: <div class="row"> <div class="col-md-4"> [[Image:Odamex-r103-winxp.png|320px|thumb|Windows XP]] </div> <div class="col-md-4"> [[Image:Odamex-r86-fbsd62.png|320px|thumb|FreeBSD 6.2]] </div> <div class="col-md-4"> [[Image:Odamex-r100-openbsd.png|320px|thumb|OpenBSD 4.0]] </div> </div> <div class="row"> <div class="col-md-4"> [[Image:Odamex-r120-solaris.png|320px|thumb|Solaris 10]] </div> <div class="col-md-4"> [[Image:Odamex-r166-linuxppc.png|320px|thumb|GNU/Linux 2.6.18-powerpc]] </div> <div class="col-md-4"> [[Image:Odamex-r166-osxppc.png|320px|thumb|OSX 10.4.8]] </div> </div> == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] |} 4bb9625416b63be44eaf534c3a83226a3a58e055 3830 3076 2017-02-23T17:41:13Z Manc 1 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|320px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]] |} == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] |} 51c3837664b10b5e8f13599b9e6c13a24f057074 3076 3075 2008-05-05T14:55:27Z Voxel 2 /* Launcher screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]] |} == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX 10.4.8]] |} 98021ee6a0e856f5664e98894d2a06b8eb5d8f13 3075 3074 2008-05-05T14:55:11Z Voxel 2 wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]] |} == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |[[Image:Odalaunch-macosx.png|160px|thumb|OSX]] |} 3f108f2157a5cc22abc9c8eeac758a2fc2278c70 3074 2874 2008-05-05T14:54:00Z Voxel 2 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]] |} == Launcher screenshots == Below are screenshots of the launcher running on various target platforms: {| |- |[[Image:Odalaunchlinux.png|160px|thumb|FreeBSD 6.1]] |[[Image:Odalaunch-windows.png|160px|thumb|Windows XP]] |} f2e0bc8a0ba49ee487060685395b2962b2737d06 2874 2871 2007-03-09T14:20:29Z Voxel 2 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |[[Image:Odamex-r166-osxppc.png|160px|thumb|OSX 10.4.8]] |} a816e508297500a3a21e4edb42183ec7cb3dbca2 2871 2869 2007-03-08T20:37:15Z AlexMax 9 wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|GNU/Linux 2.6.18-powerpc]] |} 6db3aeca4aecc91d2f2bf6d363cb34c557425337 2869 2820 2007-03-08T20:34:37Z AlexMax 9 /* Screenshots */ wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |[[Image:Odamex-r166-linuxppc.png|160px|thumb|Debian PowerPC Linux 4.0]] |} e66c13c7aa90225422d935e46ec927d3bb04d4a3 2820 2804 2007-01-30T17:53:54Z AlexMax 9 wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |- |[[Image:Odamex-r120-solaris.png|160px|thumb|Solaris 10]] |} b619a1b75715a4cabe3183998ceaf84c7a9856b6 2804 2800 2007-01-25T07:29:48Z AlexMax 9 wikitext text/x-wiki == Screenshots == Below are screenshots of Odamex running on various target platforms: {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |} 4dfec41f8dbecc1fb24debd6d6db419fcd32283f 2800 2526 2007-01-25T05:41:05Z Deathz0r 6 wikitext text/x-wiki Wallpapers, avatars, icons, music and more will be available here soon. == Screenshots of Odamex running on various Operating Systems == {| |- |[[Image:Odamex-r103-winxp.png|160px|thumb|Windows XP]] |[[Image:Odamex-r86-fbsd62.png|160px|thumb|FreeBSD 6.2]] |[[Image:Odamex-r100-openbsd.png|160px|thumb|OpenBSD 4.0]] |} 8733fd3ad1e20301c118868b0bbcad4f79f282be 2526 2525 2006-11-06T06:04:13Z Manc 1 wikitext text/x-wiki Important screenshots, wallpapers, avatars, icons, music and more will be available here soon. ed6336a6a71b4fa24aa5469253be0415ee0a3f97 2525 2006-11-06T06:03:33Z Manc 1 Create page wikitext text/x-wiki Important screenshots, wallpapers, avatars, icons, music and more will be available here soon. {{stub}} 524dfac9ad7c28ba2f78570c3e08fa6c63d479b4 MelanyRaby447 0 1799 3698 2012-07-11T19:42:27Z 188.167.53.80 0 Created page with "You for instance your physician So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. B..." wikitext text/x-wiki You for instance your physician So, what exactly is wrong with that? Nothing. Most of us like our doctors. That's why we trust them and keep going back to them for therapy. But have to the reality which you for example your doctor prevent you from seeking compensation as soon as he or she committed wrongdoing that caused you physical and emotional injury? [http://www.moldbacteriaconsulting.com/author/lyn/ Satnam Singh Gandham] The law in New York enables anybody who has been injured by yet another to bring a lawsuit for compensation. This law originated from typical law and goes back hundreds of years. In fact in some religions there is evidence that this type of law goes back thousands of years. It makes superior prevalent sense. If one other individual reasons you damage, that you are entitled to achieve cash to pay for your medical costs, your lost earnings, your future lost earnings, the damage to your household, and obviously, compensation for the discomfort and suffering you endured. So, need to the truth that you just like your doctor stay away from you from bringing a lawsuit? It could generate you believe uncomfortable, nevertheless I make sure that should you begin to think about your disabling injuries and how your physician caused them, the anger and hostility you feel will consistently outweigh your fondness for your doctor. [http://www.conquercancer.ca/site/TR/Events/Vancouver2012?px=2616091&amp;amp;pg=personal&amp;amp;fr_id=1413 Dr Gandham Satnam Singh] What beneficial will the money do for you? This is usually a typical rhetorical question that defense attorneys generally ask plaintiff's lawyers. "The money will not bring your loved one back," "The money won't produce you whole once again," "The money you're asking for is not going to change anything..." However, money may be the only thing that our justice technique allows us to recover when an injured victim sues their wrongdoer. While those comments above could all be accurate, we're prohibited from taking justice into our own hands. Therefore, what else can we attain for the injured victim? Money will be the only factor that makes it possible for us to pay the medical bills that had been generated consequently of the wrongdoing. Money is going to produce the victim alot more financially safe. Money will assist the injured victim with ongoing medical care and rehabilitation. The injured victim will not be a burden on a City or governmental handout. Money will help his youngsters check out school or camp. Money may possibly assist with alterations essential in his home- such as a wheelchair ramp or modified kitchen appliances. [http://www.conquercancer.ca/site/TR/Events/Vancouver2012?px=2872046&amp;pg=personal&amp;fr_id=1413 Satnam Singh Gandham] Money can in no way produce us entire, or replace the agony and suffering that was caused by a doctor or a hospital. But the money is supposed to create those wrongdoers think twice around performing that exact same action once again, and hopefully stay clear of the subsequent person from being a malpractice victim. 06df7f861dd1496fabf8003c1ad7885243e4cac6 Menu main 0 1449 2228 2006-05-03T15:39:11Z AlexMax 9 wikitext text/x-wiki ===menu_main=== Brings up the main menu. [[Category:Client_commands]] 44ea7895bd3cdd5c3f90411b4a5932e04905e2de Menu quit 0 1446 2202 2201 2006-04-16T19:42:11Z Ralphis 3 wikitext text/x-wiki ===menu_quit=== The '''menu_quit''' command calls the quit query to the screen. This is usually used with a bind. Note: The difference between '''menu_quit''' and '''[[quit]]''' commands is only that '''menu_quit''' calls the classic doom quit question onto the screen (Press y/n to quit). [[Category:Client_commands]] 9821de65061fa52c7af27c61b48950d6264d08bf 2201 2006-04-16T19:41:42Z Ralphis 3 wikitext text/x-wiki ===menu_quit=== The '''menu_quit''' command calls the quit query to the screen. This is usually used with a bind. Note: The difference between '''menu_quit''' and '''[[quit]]''' commands is only that '''menu_quit''' calls the classic doom quit question onto the screen (Press y/n to quit). 476b69e47c7206f03c6fc8ca9916fef9cc93ce21 Message Boards 0 1466 2623 2622 2006-11-20T14:59:18Z Manc 1 /* Board Rules */ wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to: * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Board Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take the time to read through the message board code of conduct. It will certainly help you become better aquainted with the community, and it will help you to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth. * The official language is English. * Respect each other and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks of any nature. Links to, offerings of and requests for such content are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] bbaf83f82faa8e3a4fae23ecf179cbb157c80806 2622 2606 2006-11-20T14:58:28Z Manc 1 /* Board Rules */ Grammar cleanup wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to: * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Board Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take the time to read through the message board code of conduct. It will certainly help you become better aquainted with the community, and it will help you to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth. * The official language is English. * Respect each other and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks of any nature. Links to, offerings of and requests for such content are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] 5da34303f45646522e1af8c7526b4034c934cae9 2606 2605 2006-11-16T16:27:20Z Manc 1 /* Overview */ wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, including but not limited to: * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Board Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the message board code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth. * Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * The official language is English. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] 2d72aedb2145e0ee3782e5db89ed8993cc172654 2605 2603 2006-11-16T16:26:07Z Manc 1 /* Forum Rules */ now Board Rules wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Board Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the message board code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the message boards from becoming cluttered with the same questions but saves us bandwidth. * Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * The official language is English. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] 90fb80ed0fd230d52740e50b40e7f4677981113a 2603 2511 2006-11-16T16:23:09Z Manc 1 Forums moved to Message Boards wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Forum Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the forum code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the forums from becoming cluttered with the same questions but saves us bandwidth. * Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * The official language is English. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] 160d7c44b25ef5c45c18ec46d2ebed47e78b9838 2511 2006-11-05T05:02:38Z Ralphis 3 wikitext text/x-wiki ==Overview== The Odamex Public Message Boards provide a place where users can discuss various aspects of Odamex and Doom in general, for example * Seeking or offering help with code * Odamex Tech Support * Wad Editing ==Forum Rules== Your input towards building a greater, stronger community is greately appreciated. In order to make your stay as pleasant and constructive as possible please take your time to read through the forum code of conduct, it will certainly help you become better aquainted with the community and be able to comfortably fit in. These rules can be changed without notice, however normally we will announce changes via announcement in all the forums. * Before asking a question please <b>read up on it first</b>. The search function is a valuable tool to every user and not only prevents the forums from becoming cluttered with the same questions but saves us bandwidth. * Respect eachother and respect your moderators. Profanity and insults will not be tolerated if it gets out of hand. This community is founded upon principles of an open nature and we expect everyone to carry themselves with some dignity. We understand that emotions can run high especially within groups. Please do not allow friendly rivalries to get out of hand. If you are being harassed by another user please contact a moderator and appropriate action will be administered. * As a rule of general netiquette: lurk before you post. It could possibly save you time and humiliation. * Keep topics relevant to their respective forum. Questions that do not pertain to the appropriate forum can be moved, locked, or simply deleted at the moderators' discretion. * Do not spam. No blatant advertising. * No illegally obtained copyright content can be distributed here. No serials, warez, or cracks alike. Links to such content, asking for, and offering are all strictly prohibited. This is considered a serious offense and can result in an unquestionable ban from the forums. * Do not cross post. Post your message once to the correct forum or it will be locked or deleted without warning. * Do not post just to increase your post count. If you have nothing to say on a certain matter then don't bother posting at all. The number of posts you make has no relation to your experience or worth in the community. * The official language is English. * Multiple registrations are prohibited and are grounds for immediate account deletion. '''These rules will be enforced, so please be aware.''' ==External Links== [http://odamex.net/boards Message Boards] 160d7c44b25ef5c45c18ec46d2ebed47e78b9838 Messagemode 0 1393 2385 2384 2006-10-09T17:49:17Z AlexMax 9 wikitext text/x-wiki ===messagemode=== Enables message mode, in which a player can type out a message to be broadcast to the rest of the server. See also: [[Say]], [[messagemode2]] [[Category:Client_commands]] 327ef22655dc106137652cd5998057466aff15cf 2384 1932 2006-10-09T17:49:03Z AlexMax 9 wikitext text/x-wiki ===messagemode=== Enables message mode, in which a player can type out a message to be broadcast to the rest of the server. See also: [[Say]], [[Messagemode2]] [[Category:Client_commands]] e7a6fb954b8dae11c8e233a1bd242a61839103f4 1932 2006-04-08T00:11:41Z AlexMax 9 wikitext text/x-wiki ===messagemode=== Enables message mode, in which a player can type out a message to be broadcast to the rest of the server. See also: [[Say]] [[Category:Client_commands]] 4646dba0184621f88ae20daf8fa64526f0b1e749 Messagemode2 0 1463 2386 2006-10-09T17:49:43Z AlexMax 9 wikitext text/x-wiki ===messagemode2=== Enables message mode 2, in which a player can type out a message to be broadcast to the rest of his team. See also: [[Messagemode]] [[Category:Client_commands]] 62bdf27dda447e9673e3d1a33040d116f6839b62 Mission 0 1550 2890 2007-04-09T03:09:11Z Manc 1 Add redirect for linking wikitext text/x-wiki #redirect [[Our_Mission]] 485a97f67dff5f02b27cf3fd67009f357329f2e4 MixonRhodes782 0 1770 3669 2012-07-10T11:06:01Z 37.15.99.177 0 Created page with "Josep Maria Carreras Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellen..." wikitext text/x-wiki Josep Maria Carreras Thought of being one of the world's three nice operatic tenors dwelling at the tip of the twentieth century, Josep Carreras (born 1946) waged an excellent battle in opposition to a lethal way of leukemia revisit his beloved singing career. He received worldwide acclaim touring with fellow tenors Luciano Pavarotti and Placido Domingo. Born in Barcelona, Spain, on December 5, 1946, Carreras was the youngest little one of visitors cop, Josep Carreras-Soler, and hairdresser, Antonia Coll-Saigi. His had not been a really musical family, however Carreras grew to become thinking about opera at just six years. His father, a teacher who'd been compelled into police work with the repressive Franco regime, took young Josep to view The Great Caruso, a film biography of operatic singer Enrico Caruso starring Mario Lanza. From that moment on, there was no doubt in Carreras' thoughts with what he wished to do together with his life. The very subsequent day, Josep's voice filled the Carreras family with arias he remembered from your film. In his autobiography, Carreras recalled that his performance of those arias amazed his household, for he "repeated these phones perfection," though he never heard them before. His household, impressed at how profoundly Josep was affected by the movie, organized for him to take music lessons. Enrolled at Conservatory At age of eight, Carreras enrolled at the Barcelona Conservatory, where he studied music for an additional 36 months. Throughout this identical period he noticed his first stay opera, attending a efficiency of Verdi's Aida at Barcelona's Gran Teatro del Liceo. In his autobiography, Carreras stated of that expertise: "In every one's life, there are specific moments that will never fade or die. For me that evening was some of those occasions. I will always remember the 1st time I saw singers with a stage and an orchestra. It was the very first time during my life that I might stepped into a theater, however the place was as familiar in my experience as though I had at all times recognized it. At the time, I could not perceive my feeling. In the present day I can describe it this way: from your moment I crossed the brink, I knew it was my world., I knew it had been the place I belonged." Shortly having seen his first opera, Carreras made his singing debut in public places, performing in a profit live performance broadcast over Nationwide Radio. When he was 11, he was invited to sing the function of Trujaman in El Retablo de Maese Pedro, an opera published by Spanish composer Manuel de Falla. Only 3 years having seen his first opera at the Gran Teatro del Liceo, he returned to its stage to produce his operatic debut. He carried out twice more in small elements with the Liceo before his altering voice compelled him to temporarily decline all offers. Took Formal Voice Lessons Carreras started taking formal voice classes in 1964. The next 12 months he enrolled with the College of Barcelona, studying chemistry for an additional two years. Nevertheless, he remained interested primarily in pursuing a job in opera. After a yr of voice lessons from Juan Ruax, Carreras dropped his chemistry studies in 1967. His adult debut in opera arrived 1970, when he performed the function of Flavio in Bellini's Norma. The famous Spanish soprano Monserrat Caballe was favorably impressed with Carreras' performance in Norma that they invited him to show up reverse her in Donizetti's Lucrezia Borgia, performing the function of Gennaro. Under the wing of Caballe, who Carreras later identified as "like family," the younger tenor's operatic career was formally launched. As well as for the function of Gennaro, Carreras sang the position of Ismael in Nabucco. In 1971, he received the Verdi Singing Competition in Parma, Italy, which opened the doorway towards the opera homes worldwide for Carreras. That 12 months also, he married the former Mercedes Perez. The couple, who separated in 1992, had two children, Albert and Julia. Carreras' repertoire ultimately grew to include over forty operas. Amongst his extra notable roles are Rodolfo in La Boheme, Don Josep in Carmen, Cavaradossi in Tosca, and Riccardo in Un ballo in maschera. Notable one of many conductors with whom he's worked was the late Herbert von Karajan, who called Carreras "my favourite tenor." The two labored carefully collectively from 1976 till 1989 around of von Karajan's death. It was the conductor who encouraged him to consider on heavier roles, many of which are not actually worthy of his voice. One such function - Radames in Aida - was debuted in Salzburg in 1979 and was later dropped from his repertoire by Carreras. Along with appearing in most in the main opera venues worldwide, together with La Scala in Milan, the Staatsoper in Vienna, along with the Metropolitan and Metropolis Heart in New York, Carreras has recorded extensively. His recordings are definitely not restricted to operatic performances but include fashionable music, folk songs, and excerpts from zarzuelas, the distinctive light operas of Spain. Diagnosed with Leukemia Carreras' biggest challenge were only accessible in 1987. The singer had felt profoundly fatigued for months, but when he come to Paris to start out shooting the movie model of La Boheme, he felt so nauseated that a friend drove him with a hospital inside the French capital. Inside a couple of days, French docs handed him their devastating diagnosis: acute lymphoblastic leukemia. Docs gave him simply a ten percent possibility of survival. From Paris, he was transferred where you can Barcelona, where he entered El Clinco Hospital. So popular was the tenor in his native country that Spanish tv broadcast bulletins on his situation 3 x every day. When it turned out determined that the finest treatments for his particular way of leukemia have been obtainable in the United States, Carreras was transferred to the Fred Hutchinson Cancer Analysis Heart in Seattle. In Seattle Carreras underwent painful surgical procedure in which bone marrow was obtained from his hip, cleaned of cancer cells, after which reinjected into his body. Fearful that breathing tubes would possibly damage his voice, he insisted he be provided with only partial anesthesia for that operation. The surgical procedure was as properly as weeks of radiation and chemotherapy. To sustain himself by way of this ordeal, he devoted to his old flame - the opera. To get from the radiation treatments, however measure time by working by means of some of his favourite arias in their head. He later advised Time reporter Margaret Hornblower: "I'd say to myself, 'Only three extra minutes of torture. That's the amount of Celeste Aida.' So I might sing it during my head better than I might ever sung it onstage." The ravages of radiation remedies and chemotherapy took their toll on Carreras. He misplaced all his hair, his fingernails dropped off, and his weight fell sharply. Never Feared Dying Looking again on his struggle with cancer, Carreras instructed Time: "For 9 months inside the hospital, I knew I was facing death. But I all the time saw the light at the end of the tunnel. Generally it turned out bright; typically it was nearly extinguished. However I inform you something: I wasn't afraid to die. I used to be worried for my children. But fearful of dying? Never." In opposition to all odds, Carreras gained his combat leukemia, however he fearful that this wide vary of of radiation he'd obtained along with hours of nauseating chemotherapy might have damaged his voice past repair. All through his months in the hospital, he obtained help not only from his fans but also from fellow tenors Placido Domingo and Luciano Pavarotti. Domingo flew to Seattle to speak for 2 hours to his beleaguered countryman via a wall of plastic. Pavarotti despatched a telegram that read partly: "Get well soon. Without you I have no competitors!" Interviewed in 1992 by Stereo Overview, Carreras recalled the significance of his followers' support. "The a big number of letters I obtained from folks I did not know touched me deeply and have been fundamental to my recovery." In July 1988, Carreras made his comeback in the open-air live performance carried out in the shadow of Barcelona's Arch of Triumph. More than one hundred fifty,000 people attended the performance. Usually a modest man, Carreras couldn't resist telling one interviewer that "Michael Jackson, within the similar city, obtained only 90,000." He followed his comeback in Barcelona with live performance appearances in greater than a dozen cities, together with Vienna in which the Staatsoper build a video display to guarantee that countless fans in the streets who'd been struggling to get tickets might see Carreras perform. Inside the prestigious opera house, Carreras was handed a standing ovation of over an hour or so. The tenor received equally warm receptions in New York Metropolis and London, where fans showered Carreras with flowers throughout 5 ovations. Late in 1988, Carreras established the Worldwide Basis Against Leukemia, the key goal of that is "to assist scientific analysis with funding and grants," he told the Unesco Gazette. "Scientists imagine how the finest way to struggle the sickness is at all times to boost research efforts." In September of 1988, Carreras traveled to Merida in the south of Spain to generate his first operatic look since his diagnosis with cancer. Interviewed by the tv crew earlier than his performance, the tenor said, "This can be a particular moment within my life. It is a triumph over myself." And Carreras failed to disappoint the a big number of followers who had flocked to Merida to see him sing the role of Jason in Cherubini's Medea. Though nonetheless weak from his months of remedy, he "proved which he was again, able to compete again for the operatic stage," in accordance with Time journal's evaluation of his appearance. Shortly after his look in Merida, Carreras returned to his hometown to premiere a new opera known as Christopher Columbus. Sang to Benefit Cancer Center Certainly one of Carreras' first American concert events after his recovery was obviously a 1989 benefit for Seattle's Hutchinson Most cancers Research Heart, where he had been successfully handled for leukemia. Maybe the crowning jewel in Carreras' return to singing after his illness was his appearance with Domingo and Pavarotti in the "Three Tenors" concert of 1990. Staged in a outdoor arena in Rome, the concert preceded a sport in the World Cup soccer championship and was seen by more than 800 million followers in the media worldwide. A surprising success, the concert was repeated on the 1994 World Cup Finals in Los Angeles before a live viewers of more than 50,000. An estimated 1.three billion saw the live performance in the media. Information and movies in the two concerts have sold inside the millions. In subsequent concerts the "Three Tenors" performed at New Jersey's Giants Stadium, exterior New York Metropolis, within the summer time of 1996, at Detroit's Tiger Stadium in July 1999, and again in Beijing's Forbidden City in June 2001. Carreras' autobiography, Singing in the Soul, which devoted to the singer's fight with cancer, was published in the United States in 1991. Though the opinions have been mixed, it offered properly, racking up gross sales of around 650,000 copies. Concert events, including the "Three Tenors" performances with Domingo and Pavarotti, are noticed by Carreras in order to bring opera on the masses. Of his pursuit to win a wider audience for opera, he instructed the Unesco Courier: "Like every other way of artistic expression, music needs bavarian motor works logo. It could basically be decoded and be accessible when it reaches people - you can't love something before you comprehend it." In June of 1994, he joined an Italian opera company inside a musical tribute to people who lost their lives in the ethnic preventing in the future of Bosnia. The live performance, that has been televised, was staged amidst the ruins of the Nationwide Library in conflict-torn Sarajevo. Conductor Zubin Mehta led Carreras, singers in the Italian opera company, and the Sarajevo symphony orchestra and chorus in Mozart's Requiem Mass. 19e49702ba88aef9d705fb5746d608704da5642d Monsterrespawn 0 1619 3244 2008-07-16T01:50:43Z Russell 4 Monsterrespawn moved to Monstersrespawn: corrected wikitext text/x-wiki #redirect [[Monstersrespawn]] 9294858b8a925c167f0d345767aa8860e56145f6 Mouse type 0 1536 2836 2835 2007-02-01T00:24:25Z AlexMax 9 wikitext text/x-wiki ===mouse_type=== 0: Use ZDoom's default mouse handling.<br> 1: Use Odamex's custom "Standard" mouse handling.<br> By default, ZDoom handles mouse movement in an entirely different way than doom2.exe, which causes some discomfort to players who are used to doom2.exe's mouse handling. Setting this variable to 1 attempts to emulate doom2.exe's mouse handling as closely as possible. [[Category:Client_variables]] 309f0d727d8c2cc7c8b54a386b62e6ac8f680208 2835 2007-02-01T00:24:06Z AlexMax 9 wikitext text/x-wiki ===mouse_type=== 0: Use ZDoom's default mouse handling.<br> 1: Use Odamex's custom "Standard" mouse handling.<br> By default, ZDoom's handles mouse movement in an entirely different way than doom2.exe, which causes some discomfort to players who are used to doom2.exe's mouse handling. Setting this variable to 1 attempts to emulate doom2.exe's mouse handling as closely as possible. [[Category:Client_variables]] 7439bc0e5c663255436250f58510b96856c96b0a Multilingual Support 0 1382 1807 1806 2006-04-04T16:43:34Z Voxel 2 /* The Idea */ wikitext text/x-wiki == The Idea == This is an idea that [[User:Voxel|Denis]] came up with (and so did [[User:Manc|Manc]]! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the [[User:AlexMax|author]] to jot a few ideas down on internet paper. == The Road to Implementation == === Modularisation === At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). === Storage === I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. === Potential problems === Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. === Things that should remain untouched === However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) == The Implementation == {{Bug|186}} tracks this issue 67c18c7f9f499530377bb167772dd36ced66f263 1806 1805 2006-04-04T16:42:48Z Voxel 2 /* The Idea */ wikitext text/x-wiki == The Idea == This is an idea that [[User:Voxel|Denis]] came up with (and so did [[User:Manc|Manc]]! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. == The Road to Implementation == === Modularisation === At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). === Storage === I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. === Potential problems === Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. === Things that should remain untouched === However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) == The Implementation == {{Bug|186}} tracks this issue 126cfb5edd07eb2c960316c36c83f5cf38d41a5d 1805 1804 2006-04-04T16:41:27Z Voxel 2 wikitext text/x-wiki == The Idea == This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. == The Road to Implementation == === Modularisation === At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). === Storage === I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. === Potential problems === Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. === Things that should remain untouched === However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) == The Implementation == {{Bug|186}} tracks this issue 7c065da12c7f656d540a06d1d377df609a05f656 1804 1802 2006-04-04T16:40:51Z Voxel 2 wikitext text/x-wiki == The Idea == This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. == The Road to Implementation == At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). === Modularisation === I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. === Potential problems === Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. === Things that should remain untouched === However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) == The Implementation == {{Bug|186}} tracks this issue 4f98c427cfeffb2052a45537c2bd11a4536e179a 1802 1799 2006-04-04T16:38:59Z Voxel 2 wikitext text/x-wiki == The Idea == This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. == The Road to Implementation == At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) == The Implementation == c5b12e81dbbffb0d4ccc2dc8004d49c70b561250 1799 1798 2006-04-04T16:36:12Z Voxel 2 wikitext text/x-wiki This is an idea that Denis came up with (and so did Manc! I'm not getting sole blame for this! -- [[User:Voxel|Voxel]]). This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) 204d219f45af89392309bfc5bd1c91f8ddc3d879 1798 1797 2006-04-04T16:35:16Z Voxel 2 wikitext text/x-wiki This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? -- [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) 614855c4a5d59370b93667b78d63e05a823f1e37 1797 1794 2006-04-04T16:34:55Z Voxel 2 wikitext text/x-wiki This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. (wads contain raw lumps, so adding that functionality should be trivial) At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits (it would? [[User:Voxel|Voxel]]), so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) 6dc9aa4e2ca316f4268779e10ea96f89720cdc75 1794 1789 2006-04-04T16:32:53Z Voxel 2 comments wikitext text/x-wiki This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. [wads contain raw lumps, so adding that functionality should be trivial ~~] At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits [it would? ~~], so special care would need to be taken with this implmentation. Also, in order to incorporate extended characters in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) b3f3ba87150b8eae094961c72ca37d8665b77688 1789 1788 2006-04-04T16:15:51Z AlexMax 9 wikitext text/x-wiki This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits, so special care would need to be taken with this implmentation. Also, in order to incorperate extended charactors in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) 5c3b6d604d2bbc93e23b1400df8e1bd48372340f 1788 2006-04-04T16:15:38Z AlexMax 9 wikitext text/x-wiki This is an idea that Denis came up with. This would obviously be a long way off, like perhaps 1 or 2 years, and would be relatively low priority, but would be really neat to have. Here is a design document for implimentation. This is by no means final, and is an attempt by the author to jot a few ideas down on internet paper. * At a very basic level, this would require abstracting and extension out two things, the font system (for the console/top message), and the graphics system (for status bar, menu). I propose that the different languages would be kept in a special WAD file. This WAD file would contain the replacement graphics for the status bar and menu, and also contain a few text lumps with the replacement text in it. This would be a stickler as no known wad lump editor that I know of has unicode capabilites, but that could happen...in time. At runtime, you would load the language WAD of your choice, and it would load (and replace) all of the graphics, and then interpert the text as well. Obviously a failsafe for english would be nice in the absence of any language WAD. Obviously, loading a 'different' client file than the server on purpose could open up a whole new range of exploits, so special care would need to be taken with this implmentation. Also, in order to incorperate extended charactors in the console and message text, you would have to modify the font system and also make unicode fonts that look 'doomy'. No easy task, and it might be a prudent idea to ditch CONSFONT and just draw the console font with doomy text, like Eternity does. However, you wouldn't actually want to modify or translate any console specific things (like set, the names of variables, console error messages, etc.). To me, the console specific commands are like a programming language, you don't have multiple versions of C++ for multiple lanaguages, do you. :) f75e9408b3a933857e0bf6dcbd9f98b009402d67 Name 0 1444 2194 2006-04-16T05:55:34Z Ralphis 3 wikitext text/x-wiki ===name=== This is the name that your client will display for your player. ''Ex. If you wanted to set your name to 'Player', you would type '''name Player''' in console. If you wish you have a space in your player name, use quotation marks around your desired name. So if you wanted your player name to be 'Doom Marine' the command would be '''name "Doom Marine"'''.'' [[Category:Client_commands]] a8f71c648ba7f40ca0248451613ec666a78f07cc Netcode bringup 0 1661 3387 3386 2010-07-21T22:22:35Z Russell 4 wikitext text/x-wiki As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system. === MTU (Maximum Transmission Unit) === Large MTU's are a problem on the internet and have existed for a long time, Odamex currently has datagrams which are 8k (8192) in size, whereas an ethernet connection has an MTU of 1500 (usually, this varies but is a fairly common value), odamex sending datagrams of 8k will cause the OS network stack to split it up into 1500 byte fragments. And because UDP is unreliable and one of those fragments gets lost, the whole packet goes with it (including the "reliable" section) There is a solution and that is to use a mixture of a packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, if that doesn't work we fall-back on a fixed size of ~1400. === Markers === Currently when markers are written with MSG_WriteMarker, the size of their payload is not checked against the boundaries of the send buffer, which can cause an overflow, this is the same with the reliable variants. A simple enough solution is to pass the size of the marker and its payload to this function (strings will be a problem as they are '''null terminated''' and not of a fixed length). Check the size if it goes over, if it does, send the current packet NOW, then write the contents out into a new buffer. ''There is a problem with this solution, a marker that is more than the max buffer length will not fit obviously, this will NEED to be monitored'' === Packets === Packets that are out of order are not handled properly, they could cause very erratic gameplay in extreme situations and poor reliable system efficiency in others. Any ideas on how to fix this? === Downloads === WAD file downloads are unacceptably slow, they also do not handle other types of downloads either (DEH/BEX files) == External Links == [http://tools.ietf.org/html/rfc4821 RFC4821] - Packetization Layer Path MTU Discovery 48d2974aeab67e461ca9f6b1bb654497cf8d0563 3386 3385 2010-07-21T22:19:40Z Russell 4 wikitext text/x-wiki As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system. === MTU (Maximum Transmission Unit) === Large MTU's are a problem on the internet and have existed for a long time, Odamex currently has datagrams which are 8k (8192) in size, whereas an ethernet connection has an MTU of 1500 (usually, this varies but is a fairly common value), odamex sending datagrams of 8k will cause the OS network stack to split it up into 1500 byte fragments. And because UDP is unreliable and one of those fragments gets lost, the whole packet goes with it (including the "reliable" section) There is a solution and that is to use a mixture of a packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, if that doesn't work we fall-back on a fixed size of like 1400. === Markers === Currently when markers are written with MSG_WriteMarker, the size of their payload is not checked against the boundaries of the send buffer, which can cause an overflow, this is the same with the reliable variants. A simple enough solution is to pass the size of the marker and its payload to this function (strings will be a problem as they are '''null terminated''' and not of a fixed length). Check the size if it goes over, if it does, send the current packet NOW, then write the contents out into a new buffer. ''There is a problem with this solution, a marker that is more than the max buffer length will not fit obviously, this will NEED to be monitored'' === Packets === Packets that are out of order are not handled properly, they could cause very erratic gameplay in extreme situations and poor reliable system efficiency in others. Any ideas on how to fix this? === Downloads === WAD file downloads are unacceptably slow, they also do not handle other types of downloads either (DEH/BEX files) == External Links == [http://tools.ietf.org/html/rfc4821 RFC4821] - Packetization Layer Path MTU Discovery 9f893b2e49ea8eadc14f32381b4a748b692ff5ac 3385 2010-07-21T02:54:33Z Russell 4 wikitext text/x-wiki As of 21 July 2010, this branch is dedicated to fixing some of the more serious problems in Odamex's networking system. Here is a list of such issues: * Datagram sizes are too large (8192), the MTU of an ethernet system is roughly 1500, so depending on the hardware/vendor/system, 8192 bytes will get spliced up into 1500-sized fragments and.. Knowing how unreliable UDP is.. We are lucky to receive anything at all over the internet. * Out of order packets are not handled properly, they are effectively dropped, this makes our "reliable" buffer system useless * WAD file downloads are slooooow. Suggested fixes which map to above issues * 2 "fixes": Firstly we could use the packetization layer path MTU discovery (RFC4821) technique to dynamically resize our send buffer, this could make initial connections to the server slow.. Secondly, use a fixed size (like 1400) for the MTU, 1400 is good for ethernet but useless for dialup I think. * No idea.. needs more research and thinking * Ditto. 3efe2cf82f835f96d43089767d7a22aef2700813 Network Settings 0 1828 3761 2013-02-24T19:23:59Z AlexMax 9 Created page with "It is '''highly recommended''' that you leave Network Settings at their default value unless you know exactly what you are doing. = Menu options = == Bandwidth (rate) == Def..." wikitext text/x-wiki It is '''highly recommended''' that you leave Network Settings at their default value unless you know exactly what you are doing. = Menu options = == Bandwidth (rate) == Default: 200 == Position update freq (cl_updaterate) == Default: 1 == Interpolation time (cl_interp) == Default: 1 == Adjust weapons for lag (cl_unlag) == Default: true If setting is turned off, this tells the server that you wish for your player camera to opt-out of backwards reconciliation, also known as "Unlagged". For a full explanation of what this is, see '''sv_unlagged''' under Server-only options. Note that if the server has turned off unlagged, this setting has no effect. Also note that this only effects your point of view...others can still reap the benefits of unlagged when aiming at you. == Predict weapon pickups (cl_predictpickup) == Default: true == Predict sectors (cl_predictsectors) == Default: true == Predict weapon effects (cl_predictweapons) == Default: true = Console-only options = These are options that are not located in the menus, and can only be modified via the console. == cl_prednudge == Default: 0.30 == cl_netgraph == Default: false = Server-only options = These are options that only the server has control over. == sv_unlag == Default: true Turns on backwards reconciliation, also known as "Unlagged". In older online games - including older versions of Odamex - if you fired your weapon, the shot did not come out immediately. Instead, there was a small delay as your "I fired my weapon!" command went to the server, and thus it was commonplace for a shot that was aimed directly at another player to miss due to the delay. This caused players to be forced to lead their shots, aiming slightly ahead of other players in anticipation of the latency. Backwards reconciliation fixes this by not resolving shots immediately...instead, as soon as the server gets your "I fired my weapon!" command, it moves the gamestate back in time to resolve the shot. This allows players to fire precisely where their opponent happens to be on their screen. There is no such thing as a free lunch, however. In online games, the server always governs gamestate, and if you are shot on the server, there is a small delay before the message reaches you. By moving the gamestate back in time to resolve the shot, the delay in getting your death message is increased, leading to the feeling of being "shot around corners". In reality, you were not behind a corner from the POV of the player who shot you, but this can still be unexpected if you are not used to it. Also, because the server has to move players back in time to resolve hits, a spectator who is watching a player is not seeing the same thing that the player is seeing, and might see oddities like shots that appear to miss but end up damaging another player. Odamex currently applies backwards reconciliation to all hitscan weapons, with the exception of BFG tracers. == sv_ticbuffer == Default: true Turns on the "Tic Buffer". In an ideal world, player data sent to the server is sent in one continuous stream at a predictable rate. However, the realities of the internet mean that sometimes packets will bunch up or be spread apart at an unpredictable rate. The most obvious result of such behavior are players that appear to speed up at an incredible rate or stop in their tracks unpredictably. The Tic Buffer ensures that if there is a bunching up of packets, they are resolved at a continuous rate instead of all at once. This prevents players from skipping across the map, at the cost of the unreliable player being "behind" the server in cases where their packets are bunched up. In the interest of fairness, it is recommended to keep this setting enabled. 7395a61ae410dd4cab98e8549fbfbbeaf9758a55 Next release 0 1554 3149 2905 2008-05-24T18:25:35Z Voxel 2 /* Explanation */ wikitext text/x-wiki = When will the next version come out? = When you build it. == Explanation == Odamex is built by volunteers. The more work you do, the quicker stuff is released. If you don't know what to do, just ask. We always have things that need doing. No experience required, just effort. * You have access to all the tools that our development team has. * You have access to all the current resources. * You have access to all the current code. * You have access to the same bug tracker, wiki and forum as we do. * You are our development team! == About version hype == Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes. fcac3e8a5b70e50a5cecd3f04de2b44356cea21a 2905 2904 2007-04-14T16:27:13Z Voxel 2 wikitext text/x-wiki = When will the next version come out? = When you build it. == Explanation == Odamex is built by volunteers. The more work you do, the quicker stuff is released. If you don't know what to do, just ask. We always have things that need doing. No experience required, just effort. == About version hype == Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes. f05d1c2324de1caf591c58c7d1de415e3e9aa2eb 2904 2007-04-14T16:24:49Z Voxel 2 wikitext text/x-wiki = When will the next version come out? = When you build it. == Explanation == Odamex is built by volunteers. The more work you do, the quicker stuff is released. == About version hype == Version numbers are just that, numbers. They don't mean anything, except that some changes have been made. The changes may be structural and unrelated to the gaming experience, or for some obscure operating system that you'll never have. Heck, we can take the current code and call it the "next version". It is stupid to look forward to a version release unless you know what changes will be made and want those specific changes. 9d02bccf5a7e73e2c5694ef1c770db826f7ca971 Nextmap 0 1585 3163 3123 2008-05-28T23:17:22Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map List#nextmap]][[Category:Server_commands]] 5a23bce3b4cc6ea5593f9b778504d94a49148404 3123 2008-05-13T00:17:22Z Nes 13 wikitext text/x-wiki #REDIRECT [[Map List#nextmap]] [[Category:Server_commands]] 892371727a05970280a0b698ad07e3f520a4ff1e Noclip 0 1432 2173 2006-04-16T04:55:18Z Ralphis 3 wikitext text/x-wiki {{Cheats}} ===noclip=== Allows the player to walk through all objects. See also: [[idclip]] [[Category:Client_commands]] a44d069ab78377921663c35f36020388fb3118d6 Nosound 0 1600 3185 2008-06-02T18:54:20Z Voxel 2 wikitext text/x-wiki odamex -nosound does not initialise the sound system, good for testing and troubleshooting == See also == * [[novideo]] [[Category:Client_parameters]] 0f5df03d930a8a39a37a21281b23debd4a57025e Novert 0 1535 2844 2834 2007-02-02T02:44:29Z Russell 4 wikitext text/x-wiki ===novert=== 0: Disables novert.<br> 1: Enables novert.<br> This variable prevents Odamex from processing any mouse movements going up or down. By default, Odamex interperts mouse movements up and down as moving forwards and backwards, however this is slightly disorienting to some players, thus novert allows players to effectively disable this undesirable behavior. The variable is named after the [http://www.doom2.net/~mykdoom/e2m5/ mouse driver] of the same name. [[Category:Client_variables]] ba42856e0afef8d19b55f50a5300f0c02fba920a 2834 2007-02-01T00:20:01Z AlexMax 9 wikitext text/x-wiki ===novert=== 0: Disables novert.</br> 1: Enables novert.<br> This variable prevents Odamex from processing any mouse movements going up or down. By default, Odamex interperts mouse movements up and down as moving forwards and backwards, however this is slightly disorienting to some players, thus novert allows players to effectively disable this undesirable behavior. The variable is named after the [http://www.doom2.net/~mykdoom/e2m5/ mouse driver] of the same name. [[Category:Client_variables]] 0f8016c080a8a48a857e6ec39065528530f26d92 Novideo 0 1601 3186 2008-06-02T18:54:57Z Voxel 2 wikitext text/x-wiki odamex -novideo does not initialise the window system, good for testing and troubleshooting == See also == * [[nosound]] [[Category:Client_parameters]] d491accc8945eb0bb5fb5c865027a823bc6a5867 OdaWiki 0 1362 1729 1726 2006-04-01T00:14:55Z Deathz0r 6 wikitext text/x-wiki The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms. We encourage Odamex users to expand upon this Wiki so that new users can discover a vast repository of information created by the community. {{Stub}} f8a14b299c7c4ac629167e6832d1c73a0987ddc2 1726 1725 2006-04-01T00:08:36Z 71.194.112.132 0 stub'd wikitext text/x-wiki The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms. {{Stub}} 5f7e4255513543ca324804f2d83cd8d988649926 1725 1724 2006-04-01T00:08:23Z Deathz0r 6 wikitext text/x-wiki The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics that would be considered redundant for the readme, such as server variables, Odamex policy and how to compile Odamex under various platforms. 76ecb25f9071906f9e348a57bb938afa9d374ef5 1724 2006-04-01T00:07:35Z Deathz0r 6 wikitext text/x-wiki The primary purpose of the '''Odamex Wiki''' (also OdaWiki) is to expand upon the Odamex readme and provide detailed and up-to-date descriptions about various topics, such as server variables, Odamex policy and how to compile Odamex under various platforms. c672e4615e514fa7885e40d27ffa5628905965c9 Odamantra 0 1502 2677 2007-01-14T02:13:51Z Manc 1 wikitext text/x-wiki Do it once, do it right. 10d4fd94a95638289f34a2efb964486f4172da3d Odamex 0 1368 3938 3937 2019-12-27T20:03:03Z Hekksy 139 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doomwiki.org/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years * A new HUD and scoreboard with info better suited for a multiplayer environment * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes * An announcer for Capture the Flag * Netdemos to record playing online * Automatic downloading and verification of WAD files from the server * Map cycling support * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest Chex Quest] * [http://freedoom.sourceforge.net/ FreeDoom] fd698d9b12243de8e04d824d1d7bef2a14a1e158 3937 3936 2019-12-27T20:02:31Z Hekksy 139 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years * A new HUD and scoreboard with info better suited for a multiplayer environment * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes * An announcer for Capture the Flag * Netdemos to record playing online * Automatic downloading and verification of WAD files from the server * Map cycling support * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest Chex Quest] * [http://freedoom.sourceforge.net/ FreeDoom] a88433d5ceda615e9cb8578ce0da2903aae8b876 3936 3935 2019-12-27T19:58:27Z Hekksy 139 /* Odamex and developers */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [https://odamex.net/wiki/Compiling_using_CMake CMake] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest Chex Quest] * [http://freedoom.sourceforge.net/ FreeDoom] 94a57eb679e7bca45510302bed1222fb5880e3d9 3935 3934 2019-12-27T19:56:05Z Hekksy 139 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [[CMake]] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest Chex Quest] * [http://freedoom.sourceforge.net/ FreeDoom] cce29c2d269dd61c03e6d19d5fc5cf05652ab8ae 3934 3933 2019-12-27T19:54:56Z Hekksy 139 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [[CMake]] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest - Chex Quest] * [http://freedoom.sourceforge.net/ FreeDoom] c3b9eb4bc20a4fad89cf4a8e2f9960b3e71a7938 3933 3788 2019-12-27T19:54:12Z Hekksy 139 updated doom wiki and modified the about section a bit wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. The goal of Odamex is to emulate the look and feel of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box settings for classic Doom gameplay * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support for Doom LMP demos. * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Incredibly smooth backwards reconciliation netcode * Theoretical support for up to 255 players * Widescreen support * Hi-resolution rendering modes, with support up to 1080p *A true-color renderer, allowing colors beyond that of Doom's palette (8-bit is default and 100% supported) * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.22 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Nintendo Wii & Wii U ** Possibly more...if it can run SDL 1.2 or SDL2 it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * [[CMake]] is fully implemented for all Odamex projects * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doomwiki.org/wiki/Doom Doom] * [http://doomwiki.org/wiki/Doom_II Doom II] * [http://doomwiki.org/wiki/Doom Ultimate Doom] * [http://doomwiki.org/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doomwiki.org/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doomwiki.org/wiki/Doom Shareware Doom] * [http://doomwiki.org/wiki/Chex_Quest] * [http://freedoom.sourceforge.net/ FreeDoom] 80acd490ebe96dbb36f35477f166d25edb1e2eb0 3788 3786 2013-12-13T05:08:26Z HeX9109 64 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * Widescreen support * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A Quake style warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a 32-bit software renderer for true colors beyond Doom's palette is also in the works * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] dc35b66a39f2714a2b9447584bb80195f8ceb356 3786 3785 2013-12-13T05:04:50Z HeX9109 64 /* Odamex and map authoring */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * Widescreen support * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A Quake style warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a 32-bit software renderer for truecolor is also in the works * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Doom in Hexen). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] e783d01517fd268bd6ce5caaa84481eeb9d45909 3785 3773 2013-12-13T05:04:22Z HeX9109 64 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * Widescreen support * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A Quake style warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a 32-bit software renderer for truecolor is also in the works * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista, 7, 8 ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Microsoft XBox ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Hexen in Doom). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 815c6b92ca03ddfb8638c6b611636a694320226f 3773 3741 2013-08-18T04:42:15Z Ralphis 3 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === Features that make Odamex closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * Widescreen support * Frame rates above the original Doom engine's 35 frames per second. Default settings match modern monitors! * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * A Quake style warm-up mode. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Hexen in Doom). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 1f8aca459419dc009de1c099dfeb254452ff15ee 3741 3740 2012-08-10T15:35:36Z HeX9109 64 /* Odamex and map authoring */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ZDoom map format (Hexen in Doom). * ACS up to ZDoom 1.23 Beta33. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] e587ef083dc5f2234ea3ea00e04bd00ea8616d77 3740 2928 2012-08-10T15:34:25Z HeX9109 64 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining. * Incredibly smooth backwards reconciliation netcode that can be adjusted. * Theoretical support for up to 255 players. * The ZDoom 1.22 core engine, as well as the ZDoom 1.23 beta33 ACS interpretor. * The ability to toggle the ZDoom 1.23 physics engine, as well as the ability to toggle various ZDoom settings that have become standard over the years. * A new HUD and scoreboard with info better suited for a multiplayer environment. * New Team Deathmatch and Capture the Flag game modes. * An announcer for Capture the Flag. * Automatic downloading and verification of WAD files from the server. * Map cycling support. * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 64dfe62c1b2b5ba497a3d6eb73a45f60821c093d 2928 2922 2007-06-02T23:31:18Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == === Odamex and Standard Doom === These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gameplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes, single player is also supported. === Odamex and Enhanced Doom === New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Theoretical support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * Map cycling support * On-the-fly WAD loading: ** When combined with map cycling, you can create a map AND wad rotation server! ** Wads can be loaded in single player mode too, no need to restart the client. * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. === Odamex and map authoring === Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! === Odamex and developers === Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as the standard GNU Makefiles. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 4eb8d4a5c3e60fce49cce1e07cfa0975119e404e 2922 2821 2007-04-27T02:11:38Z Russell 4 It does now, as of r188 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Theoretical support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ODAMEX supports multiple music and sound formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 09404457f2dc2fe0c77ad3014a11f31108756893 2821 2749 2007-01-30T23:33:01Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Theoretical support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Patch support includes (loaded from command line or DEHACKED lump) ** DEHACKED (DEH) ** Boom EXtensions (BEX) * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 6e32f530805a5b632502ace6cc0870b4781c08a2 2749 2639 2007-01-20T18:49:05Z Manc 1 Remove somethings, reflect real present not future as present wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform. == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo playback support (recording coming soon) for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Theoretical support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP, Vista ** Linux (x86, ppc, amd64) ** MacOSX ** BSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Built-in DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 544f271d232cf9d292adf16a888aeca22521210c 2639 2598 2007-01-05T19:21:45Z AlexMax 9 /* Odamex and Enhanced Doom */ Just compiled odasrv on my debian ppc this afternoon \o/ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux (x86, ppc) ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 180febda29408e528f8ff771b430e776bb41124f 2598 2597 2006-11-13T11:06:23Z Voxel 2 /* Odamex and developers */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex: * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 9549783f3760eba1096e565c5f8253621e47590a 2597 2596 2006-11-13T11:06:08Z Voxel 2 /* Odamex and developers */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] cf58b10c3f64e25962fbeaa5a84a0f99277d92b0 2596 2595 2006-11-13T11:05:38Z Voxel 2 /* Odamex and Standard Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is provided) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] a55b1514250485d91c9cc00f587b98fd76e82ce0 2595 2594 2006-11-13T11:04:57Z Voxel 2 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground: * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience identical to the original software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] c5020a73788d2fcd8e0d0d1b09badb8b448cba4f 2594 2593 2006-11-13T11:03:44Z Voxel 2 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] e88d621daf466e6e6667c9cd6353cbc9c0d135ad 2593 2547 2006-11-13T11:03:24Z Voxel 2 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ oriented design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 9bc6796a2240654efb47c04a3614ac2b15b71a2d 2547 2527 2006-11-10T00:12:02Z Russell 4 hopefully a multilingual launcher. wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Multilingual interface (future addition) ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ orientated design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] b6586a990ea5acb4823774c71312021e7bbcf6d2 2527 2522 2006-11-07T05:18:32Z Russell 4 give the launcher its own bit of boastfulness :P wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! * Game launcher includes most standard features found in other launchers, plus more: ** Sorting capabilities. ** Filtering capabilities (future addition) ** C++ orientated design with fully cross-platform capabilities, utilizing the power of the [http://www.wxwidgets.org wxWidgets] API. ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] a5d32290afe1695fb3a37cbd39c96153745f021b 2522 2521 2006-11-06T00:08:08Z EarthQuake 5 /* Odamex and developers */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 as well as standard makefiles for general compilation. * Compiles with GCC as well as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 4b5ee9adced9548c6378126822c13b9edc952558 2521 2520 2006-11-06T00:07:46Z EarthQuake 5 /* Odamex and Standard Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom key bindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplemented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatibility with doom2.exe is a possibility) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 85c6881d818249db65a2717cf2c4e6b227588ef2 2520 2502 2006-11-06T00:06:46Z EarthQuake 5 /* Odamex and Enhanced Doom */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with map cycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the original you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 1965e328b6e7514e8b644cc148fd44af9559f6b7 2502 2501 2006-11-04T16:47:40Z AlexMax 9 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Odamex and Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===Odamex and Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Odamex and map authoring=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Odamex and developers=== Developers also benefit from Odamex itself! * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 7135aa30ed8a6829b6bc45483623438e2990fd88 2501 2500 2006-11-04T16:46:13Z AlexMax 9 /* Whats in it for map authors */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===DOOM map authoring support=== Whats in it for map authors? * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 23bcaf7d946c1a11e3800ff36e38c146993029df 2500 2499 2006-11-04T16:45:20Z AlexMax 9 /* New additions Odamex brings to the Doom battleground! */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===Enhanced Doom=== New additions Odamex brings to the Doom battleground! * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 1943c77d523d580f5776c3c918a53b31912469fc 2499 2498 2006-11-04T16:45:01Z AlexMax 9 /* These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===Standard Doom=== These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===New additions Odamex brings to the Doom battleground!=== * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 74ef4a4247779dfea880f06c54c9b1dafb818c88 2498 2497 2006-11-04T16:43:52Z AlexMax 9 /* New additions Odamex brings to the Doom battleground! */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:=== * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===New additions Odamex brings to the Doom battleground!=== * Client and Server environment with in-game joining * Support for up to 255 players * New Team Deathmatch and Capture the Flag game modes * Automatic downloading and verification of WAD files from the server * On-the-fly WAD loading with mapcycle support, now you can have multiple WAD files on the same server * RCON (Remote Console) Support * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. In addition, a possible "accelerated" renderer is in the works, using OpenGL to deliver an experience so close to the origional you would swear it was the software renderer. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** Possibly more...if it can run SDL it might run Odamex! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 22ea1730d039ff66acd54ab5bf59fd4ce3f98c9f 2497 2458 2006-11-04T16:34:46Z AlexMax 9 /* These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom: */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:=== * Out-of-the-box Standard Doom keybindings and settings for client and server * Doom2.exe gamplay-related nuances have been reimplimented as standard * Nuanced mouse code that replicates the precise feel of using the mouse in doom2.exe * Demo recording and playback support with support for both Doom LMP demos and a new, Odamex-specific demo format (LMP compatability with doom2.exe is a possability) * Fully functional Deathmatch and Cooperative game modes ===New additions Odamex brings to the Doom battleground!=== * Client and Server environment with in-game joining. * Support for up to 255 players. * Two additional game modes: ** Team Deathmatch ** Capture the Flag * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!) * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] a72c4971843fadd016af87f8c7420c5f114843c8 2458 2457 2006-10-30T09:23:26Z 60.234.130.11 0 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:=== * Out-of-the-box Standard Doom keybindings and settings for client and server * Demo support (Possible original Doom demo support, also Odamex format) * Fully functional game modes: ** Deathmatch ** Cooperative ===New additions Odamex brings to the Doom battleground!=== * Client and Server environment with in-game joining. * Support for up to 255 players. * Two additional game modes: ** Team Deathmatch ** Capture the Flag * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!) * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 3f989a81226eeb3c50b88a2b0e8ad1c371a5330d 2457 2456 2006-10-30T09:22:07Z 60.234.130.11 0 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == ===These are the features that what makes Odamex the multiplayer Doom port that is the closest to the original Doom:=== * Out-of-the-box Standard Doom keybindings and settings for client and server * Demo support (Possible original Doom demo support, also Odamex format) * Fully functional game modes: ** Deathmatch ** Cooperative ===New additions Odamex brings to the Doom battleground!=== * Client and Server environment with in-game joining. * Support for up to 255 players. * Four additional game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!) * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! ===Whats in it for map authors=== * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! ===Developers also benefit from Odamex itself!=== * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Questions == Got a few questions? Take a look at the [[FAQ]] == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] d4b91cc458a4175f5c4f25e581691e21d2dea3a7 2456 2395 2006-10-30T09:04:31Z 60.234.130.11 0 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. (With possible OpenGL version that keeps Doom's graphics the way they are, but boosting performance for larger resolutions!) * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Authors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit * Project and workspace files for the IDE [http://www.codeblocks.org Code::Blocks], Microsoft Visual C++ 6.0 aswell as standard makefiles for general compilation. * Compiles with GCC aswell as Microsoft Visual C++ 6.0 == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 67683d32169101deeac82a7edd0f3b4bb0c5cd67 2395 2394 2006-10-13T08:30:29Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows 95, 98, ME(?), NT(?), 2K, XP ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Authors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 0c5911aa24ffe1fdad0a9ddf0f42145e101aedd4 2394 2355 2006-10-13T08:28:36Z Russell 4 well, it DOES work! wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows (including 95) ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Authors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 0f902c9b50d21c629778e76e8d2e9b525b3edc3a 2355 2352 2006-09-27T22:44:34Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Authors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. * ODAMEX supports multiple music formats, for example: ** WAVE/RIFF ** AIFF ** VOC ** MOD XM S3M 669 IT MED and more (using included mikmod) ** MIDI (using timidity or native midi hardware) ** OggVorbis (requiring ogg/vorbis libraries on system) ** MP3 (requiring SMPEG library on system) ** Basically any music format that SDL_mixer supports! '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] b5cf479788097c1e4cb53b3463342db5c5e778e7 2352 2351 2006-09-26T03:18:50Z Manc 1 /* Features For... */ Added one to dev section wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Editors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. * Source code compiles on multiple hardware/software combinations including native 64-bit == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 576193f16b4956a06f9e35d66b1ec8d6a218f4d4 2351 2350 2006-09-26T03:16:03Z Manc 1 /* Features For */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For...== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Editors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] cbdc91955291ce0fc59e3c5c904fdb6867d107d3 2350 2349 2006-09-26T03:14:13Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''Map Editors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. '''Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 5c4f4177a2381a241dcb506478d83d1411e8c363 2349 2243 2006-09-26T03:13:35Z Russell 4 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features For== '''Gamers:''' * Client and Server environment with in-game joining. * Support for up to 16 simultaneous players. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative * Auto WAD downloading from server and file checking (Now you know you have the right PWAD!) * Server ingame WAD loading, can load IWAD/PWAD files so you don't have to stop your server! * RCON (Remote Console) Support. * Cheating and exploitation redundancy, no longer do you have to put up with cheaters! * Additional higher-resolution video modes. * Cross-platform launcher written using wxWidgets. * System Independence, meaning it can run on: ** Windows ** Linux ** MacOSX ** FreeBSD ** Sun Solaris ** possibly more! '''For Map Editors''' * Inbuilt DEHACKED (*.deh) patch support (can also be externally applied via command line). * BOOM map format support. '''For Developers''' * Full, 100% source code available, based on the GNU GPLv2 license. == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 5ad18529b74277fb63740dd0fd4d1f63ba3d04bb 2243 2085 2006-07-04T05:24:36Z Nautilus 10 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter [http://doom.wikia.com/wiki/Doom Doom]. Odamex's goal is to emulate the feel of and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex can run on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 25198d3ca4c153839e0448f0c7941e0174cfc77d 2085 1960 2006-04-14T00:13:26Z Manc 1 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems and hardware, so players should be able to play on almost any platform! == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] ec92e808ddc6c5cc06523c30327887accc82bdc2 1960 1947 2006-04-11T18:58:26Z Nautilus 10 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems, so players should be able to play on almost any operating system! == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] ad8375ae585bfa99e0b0b6616e1d08120c6afcfd 1947 1946 2006-04-10T01:21:17Z EarthQuake 5 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. Odamex also runs on a wide range of operating systems, so players should be able to play from almost any computer! == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 4dfe02a0ba7b9a8fc5a0f90bbebd1b975c3abf39 1946 1945 2006-04-10T01:19:06Z EarthQuake 5 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's goal is to emulate the feel and retain many aspects of the original Doom executables while offering a broader expanse of security features, personal configuration, gameplay options, and editing features. == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] ec1c3b2c2c87152837aea7da081f007498e0c2a1 1945 1944 2006-04-08T00:31:47Z Nautilus 10 /* Features */ wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's aim is to retain the feel and many aspects of play on original Doom executables while offering a broader expanse of personal configuration, security features, multiplayer and gameplay options, and editing. == Features == Odamex offers: * The ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] b497dee2eeed3fe465d2f6a248c1af8f7c741588 1944 1943 2006-04-08T00:30:06Z Nautilus 10 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex's aim is to retain the feel and many aspects of play on original Doom executables while offering a broader expanse of personal configuration, security features, multiplayer and gameplay options, and editing. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] b707f4f6fc110c55f6cfc0e3f718bedf2f4e1c9a 1943 1941 2006-04-08T00:27:28Z Nautilus 10 wikitext text/x-wiki Odamex is a free and open source port for the classic first-person-shooter Doom. Odamex is designed to emulate the multiplayer experience of the original Doom executables while still providing enhanced editing, gameplay, and security features. Odamex aims to retain the feel and many aspects of the original Doom executables while offering a broader expanse of personal configuration and multiplayer options. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 2ad22543d61f0d6e2b1555b410828876be602dd6 1941 1837 2006-04-08T00:23:20Z Nautilus 10 /* Games */ wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT: Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] 5b3d710a6d13019a6bf6e67125ef145ccb1519d4 1837 1832 2006-04-06T21:24:01Z Manc 1 /* Games */ add doom wiki links wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * [http://doom.wikia.com/wiki/Doom Doom] * [http://doom.wikia.com/wiki/Doom_II Doom II] * [http://doom.wikia.com/wiki/Doom Ultimate Doom] * [http://doom.wikia.com/wiki/TNT:_Evilution Final Doom - TNT:Evilution] * [http://doom.wikia.com/wiki/The_Plutonia_Experiment Final Doom - The Plutonia Experiment] * [http://doom.wikia.com/wiki/Doom Shareware Doom] * [http://freedoom.sourceforge.net/ FreeDoom] ad972b37db82dfd985d0ef573bab0dcfaca0b97b 1832 1824 2006-04-04T17:15:12Z EarthQuake 5 /* Features */ wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Resistance versus cheats and exploitation. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * [http://freedoom.sourceforge.net/ FreeDoom] be6304e03dfd0af86c729eeaf213fd58b8878124 1824 1803 2006-04-04T17:04:55Z Voxel 2 /* Games */ wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * [http://freedoom.sourceforge.net/ FreeDoom] 6b8ef39cbbc1b034f10e214b29fd4a0b0ed04c02 1803 1783 2006-04-04T16:40:49Z Manc 1 wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing, gameplay and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * FreeDoom 01750f48422ce1af11b1299c5c74565e804e5078 1783 1782 2006-04-04T02:41:33Z EarthQuake 5 /* Features */ wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features. == Features == Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * FreeDoom 60372584c9699cb5ed05dc6ad616c2282d008348 1782 1776 2006-04-04T02:40:59Z EarthQuake 5 /* Features */ wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features. == Features == In addition to having full support of the original executable, Odamex offers: * Ability to run on many different operating systems. * Client and server environment with in-game joining. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * FreeDoom dcf326016370b775eb342a2a603aa25ce011d507 1776 1748 2006-04-03T23:30:23Z EarthQuake 5 wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features. == Features == In addition to having full support of the original executable, Odamex offers: * Builds and runs on many different operating systems. * Client and server environment with in-game joining. * Support for up to 16 simultaneous players. * Additional higher-resolution video modes. * The ability to load DeHackEd patches. * Full support for Boom editing features. * Five distinct game modes: ** Free for All ** Head to Head ** Team Deathmatch ** Capture the Flag ** Cooperative == Games == All of the following games are supported: * Doom * Doom II * Ultimate Doom * Final Doom: Evilution * Final Doom: Plutonia * Shareware Doom * FreeDoom d5abc6ffb48dfa467007b1e5b3c767cce514e772 1748 2006-04-03T16:06:43Z Manc 1 Started article, could use a LOT (like timeline, goal, etc). wikitext text/x-wiki Odamex is a free and open source Doom engine designed to emulate the multiplayer experience of the original executables while still providing enhanced editing and security features. f78210ba8dea4bdb7792dc12758ab673a0ea85bf Odamex061 Changelog 0 1765 3663 2012-07-05T04:40:45Z Ralphis 3 Created page with "=Odamex 0.6.1 Changelog= ==Changes== *If a map used ACS to set aircontrol and went to the next map, the new map continued to use the aircontrol of the previous map instead of..." wikitext text/x-wiki =Odamex 0.6.1 Changelog= ==Changes== *If a map used ACS to set aircontrol and went to the next map, the new map continued to use the aircontrol of the previous map instead of what was set for sv_aircontrol. Fixed. *You can now right-click a server in Odalaunch to get a server's IP. *Fixed tutti-frutti on tall sky and wall textures that did not have a power-of-two height. *Fixed an issue with spectators not being able to walk properly on steep slopes. *Fixed an issue with the point of view not being properly reverted when a client was spectating a teammate and switched teams (and vice versa). *Fixed broken spawn point behavior on coop Hexen-format maps. *Fixed CTF flags not spawning when the cooperative bitflag was not set. *Fixed an issue with non-scaled HUD patches crashing due to being size 0. *Fixed an issue with viewpitch not being centered when going through teleport. *Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. ==Additions== *Added the ability to view a player's health, ammo, and weapon animation when a player is being viewed with spynext. *Added a new announcer system. The player can now control if they want their announcer to be possessive or team color-based. Gametype sounds and announcer sounds are now separate and on two different channels. *Added a new announcer sounds courtesy of Manc. *Added an experimental cvar co_blockmapfix (default disabled) that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. *Added the "turnspeeds" command. This allows players to adjust the speed that they turn with *left or *right. *Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. Thanks Xyltol for the patch! *Added sv_countabs (default on). When disabled, players that do not vote are now ignored instead of counting as "no." *The vanilla disk loading icon now displays when the in-game cache is being updated. *Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. *Added the ability to view a player's proper pitch with spynext. *Added r_enemycolor and r_teamcolor to override color choice of enemies and teammates respectively. These can be enabled with r_forceenemycolor and r_forceteamcolor (default disabled). *Added a small cosmetic feature to tint the players in team games to a darker shade of red or blue based on their normal player colors. *Added 'spy.' This will allow a player to view a player immediately with a playerid number. *Added 'flagnext.' This will immediately view a player that is currently holding a flag. *Added sv_maxplayersperteam. 'Nuff said. *Added several cosmetic improvements to ag-odalaunch, notably the server lock, spectator, and team color icons. *When viewing another player via spynext, their sounds are now heard. *Added several console optimizations and bringups, including the fixing of aliases that contain parameters. *Added several ZDoom 1.23 actors, notably thing thrusters. See bug 858 for more info. *Added several renderer optimizations courtesy Dr. Sean. ==Removed== *Nothing 5304dad09f9e8201f9947d9e104f8207b508de66 Odamex06 Changelog 0 1762 3649 2012-05-10T19:21:23Z Ralphis 3 wikitext text/x-wiki =Odamex 0.6 Changelog= ==Changes== *The server did not send the position of barrels as they were thrusted from recieving damage. Fixed *Other clients would shake when viewed with spynext. Fixed *Fixed a bug that caused co_nosilentspawns 1 to make all spawns silent except west-facing spawns silent. *Fixed aliases in mixed or uppercase not being usable. *Fixed an issue with the server thinking it was in singleplayer mode when sv_maxplayers was 1. *Fixed an issue involving the recording player has the flag and spynext is used when playing a netdemo. *Fixed an issue with Hexen map teleporter linedefs being ignored if its sector tag is 0. *Fixed an issue with the BFG ball, which should still be allowed to spray tracers even if it has a non-player target in order to maintain vanilla demo compatibility. *Fixed a Windows Vista/7 bug that silences all audio when using snd_musicsystem 0 (no music). *Fixed a HOM problem on visplanes when rendering with r_drawflat 1 and r_detail > 0. *Fixed a clientside prediction problem when the player tries to jump while standing on another actor or thing-bridge. *Fixed adjustment of thing heights with dehacked patches. *Fixed a crash on Doom2 MAP32 that occurs online after killing all of the Keens. *Fixed issues with binding certain keys on the keypad. *Fixed problem where mapthings without the deathmatch flag would not spawn in CTF games. *Fixed a server bug that sometimes caused player movement input to get lost when another player disconnects. *Fixed a crash that happened when using the automap overlay while changing wads. *Fixed obituaries being printed after the end of a match. This also prevents a rare server crash. *Fixed a bug that prohibited spectators from walking through closed doors on servers with co_realactorheight enabled. *Fixed saved-games on PPC platforms. *Fixed an issue that caused the screen border to not be redrawn when the viewing window is smaller than full screen. *Fixed crashes that occur when loading maps with broken BLOCKMAP lumps. *Fixed an issue that could cause the wrong actor to be removed due to packet loss, resulting in ghost players, invisible players, and preventing a player from moving when spawning. *Fixed an infinite loop if an ambient sound is configured to update every 0 tics. *Fixed a bug that caused players to get stuck inside the actor they're standing on when a moving floor or ceiling collides with them. *Greatly improve server CPU usage. *Fixed bug that allowed players to use spynext to watch a player after they change to the opposing team. *Removed Stop Flying from the control config menu and replace it with Toggle Flying, which calls the 'fly' command. *Fixed a calculation error that effectively increased the minimum height a player has to fall from to grunt with co_zdoomphys enabled. *Picking up a flag in CTF will now have the same brief yellow screen flash that picking up other items has. *Changed co_realactorheight to be latched, meaning that changes to its value are not applied until the next map. *Changed the server cvar sv_ticbuffer default value to 1. *Changed the server cvar sv_unlag default value to 1. *Updated the co_zoomphys explosion code to ZDoom 1.23. *Changed the behavior of sv_friendlyfire 0 to not remove armor from teammates. ==Additions== *Restored particle functions. Particle fountains, sparks, and the railgun are now in Odamex, both offline and online. *Added Preferred Weapons Order (PWO). Servers must set sv_allowpwo 1. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. *weapnext and weapprev an be used during weapon change to allow the player to quickly skip over a weapon to get to the desired weapon. *Add client cvar hud_scaletext which allows on screen messages to be scaled in size by a factor of 1 - 5, where 1 is the font's original size (typically 8x8) and 5 would be 5 times the font's original size (40x40). *Added client command "changeteams" to swap player from red to blue and vice versa *Players with a team of "None" will now default to the team with fewest non-spectating players. *Added a progress bar for wad downloads. *Add an additional mouse sensitivity type, ZDoom, which mimics ZDoom 1.22 scaling the x-axis by a factor of 4. *The Mouse Options menu will now change the scaling of the sensitivity sliders depending on which mouse type is used and converts the sensitivity values to that type's sensitivity scale. *Launcher queries and player connections are now allowed during intermission. *Added PortMidiMusicSystem, which utilizes the cross-platform PortMidi library to output music to a midi device. Using the PortMidi music system instead of SDL_Mixer should eliminate muting issues with Windows Vista/7 (bug 443 & bug 758). *Added cvar snd_musicsystem. 0 disables the music system. 1 is SDL_Mixer, and 2 is the new portmidi option (which is the default choice for Windows systems). *Added high quality icons for Windows Vista/7. *Added support for wxWidgets 2.9. *Added support for ZDoom alpha blend.When "under water", use the ZDoom palette shift method (vs PLAYPAL). When not in water, still use PLAYPAL. *Added a new "Odamex" HUD. This hud can be toggled with the new cvar hud_fullhudtype. 0 is classic ZDoom, 1 is Odamex (default). *Added a client cvar cl_prednudge (default 0.30) which effectively controls the amount of smoothing that happens when the server and the client disagree regarding the client's position. A value of 1.0 snaps the client to the correct position and a value of 0.5 snaps the client to half-way between their current position and the correct position. *Added support for the Line_Horizon linedef special. *Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). TODO: Add additional strings like CTF and even system and ui strings. Anyone interested in providing additional translations please contact me (mike@mikelightner.org). This system will only check for language on Windows systems and will default to English on non-windows platforms. However other languages can still be selected under message options. *Updated the ACS interpreter to ZDoom 1.23. *Added a server-controlled intermission timer. The default is 10 seconds, but the timer can be adjusted with sv_intermissionlimit. This timer does not apply to co-op. *Added the display of the timer to the intermission scoreboard. *Added Voting! Clients can now use the console command "callvote" to initiate a vote on the server. The change will be made if the majority of players vote yes (vote_yes & vote_no, bound to pgup and pgdn by default). Players can vote for fraglimit, timelimit, scorelimit, map, randmap, and kick. To vote for a map with a different wad, players call the wad too (example: callvote map map23 judas23_"). *Use ZDoom's view height smoothing if co_zdoomphys is enabled. *Added support for dDamage_LavaWimpy, dDamage_LavaHefty, and dScroll_EastLavaDamage sector special types. *Added clientside interpolation and extrapolation of player positions. The cl_interp cvar controls how many positions should be saved for use with interpolation. *Restore zdoom sky2 sector effect, which will use the sky texture defined in the MAPINFO lump if present (or the normal sky if absent). *Allow netdemos to start recording without reconnecting to a server. *Netdemos now record snapshots at the start of every map and every 20 seconds. The right and left arrow keys can be used to skip forward and backwards between snapshot points in the netdemo and the up and down arrow keys can be used to skip to the previous and next maps. *Added cvar cl_autorecord, which automatically records a netdemo whenever a client connects to a server. *Added cvar cl_splitnetdemos, which separate netdemos at the start of every map. *Added client cvars cl_netdemoname and cl_screenshotname, which set the default file name for saving netdemos and screenshots respectively. *Added the client cvar cl_movebob, which scales movement and weapon bobbing between 0.0 and 1.0 and add the server cvar sv_allowmovebob. *Prevent clients from using blank names on servers. *Show a particle effect when a player disconnects from the server or becomes a spectator. *Allow players to control the volume of the CTF announcer sounds with snd_announcervolume. *Reimplemented the scoreboard, unifying the standard and high-resolution scoreboards. The scoreboard can be scaled for easier reading with hud_scalescoreboard. *The player carrying the flag in CTF have their names specially colored on the scoreboard. *Added support for ZDoom in Hexen format and ZDoom in Doom format plane-align slopes. *Added support for ZDoom custom thing-bridges with adjustable radius and height. *Added weapon pickup prediction. The client no longer needs to wait for the server to tell it when it picks up a new weapon. This can be controlled with the client cvar cl_predictpickup. *Upgraded to ZDoom 1.23's code for rendering transfer height sectors, which allows windows into "underwater" sectors. *Added the client command 'ready', which highlights the player's name green on the scoreboard. This allows captains to easily see which players are ready to play when selecting teams prior to a match. *Added experimental moving sector prediction. *Added thrustthingz (works with lines currently). ==Removed== *Removed code related to surround sound, since Odamex does not support surround sound. *Removed snd_nomusic due to it being deprecated by snd_musicsystem 0. *Removed con_scaletext as it was unrelated to the console. This was replaced by hud_scaletext. *Removed the client cvar cl_nobob and server cvar cl_allownobob. *Removed hud_usehighresboard since it has been replaced. 9ca5e26a86fe956acb72885577bd3488d676e013 Odamex 0.3 0 1590 3143 2008-05-24T02:22:33Z Voxel 2 Odamex 0.3 moved to Releases wikitext text/x-wiki #redirect [[Releases]] b62034e2acb78e4503288c01be39fe59f12c870f Our Mission 0 1549 2889 2007-04-09T03:07:17Z Manc 1 Add article wikitext text/x-wiki Odamex is a new Doom Engine source port which focuses on client/server based multiplayer action and portability, allowing the player to enjoy multiplayer Doom on their favourite operating system in an open, interactive community that helps each other and in turn helps the project. The game Doom was released in 1993 by [http://idsoftware.com id Software]. In 1997, the source code was released and interest in the game was renewed for many fans. This source code release offered many advances in the game resulting in numerous source ports being developed by hobbyist developers. The game and community has thrived off of open source values and sharing with the community. Our mission is to promote those ideals to the Doom multiplayer community. 8b4a3ff6bfcf4ec236a5b1f2df0257bb4933b7b6 Patch 0 1504 2699 2007-01-18T20:59:04Z AlexMax 9 wikitext text/x-wiki #REDIRECT [[Patches]] 697f1d0720f747b7ea3a391eb5fcb1d82dce1642 Patches 0 1298 3324 3323 2008-08-07T00:02:12Z Nautilus 10 /* Benefits */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * ODAMEX can be made more enjoyable to play and have its stability and robustness improved. * If you're a new developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches such as those that fix major crashes or add a feature that betters Odamex, you will be granted [[svn]] write access. ==Guidelines for patches== * Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submissions can be made by e-mailing one of the [[MAINTAINERS]] == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 2a49c9ad7e7e912e979f8a3bf42a7433e908d2f2 3323 3322 2008-08-07T00:01:40Z Nautilus 10 /* Benefits */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * ODAMEX can be made more enjoyable to play and have its stability and robustness improved. * If you're a new developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches such as those that fix major crashes or add some feature that betters Odamex, you will be granted [[svn]] write access. ==Guidelines for patches== * Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submissions can be made by e-mailing one of the [[MAINTAINERS]] == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] cb2367dd34a1192440a2e017b1d09e69d9ab6b38 3322 3321 2008-08-06T23:59:21Z Nautilus 10 /* Sending us a patch */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submissions can be made by e-mailing one of the [[MAINTAINERS]] == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] abe6f7feb3b40c0e881a58449b01ed76bd86abc8 3321 3320 2008-08-06T23:58:37Z Nautilus 10 /* Guidelines for patches */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision to ensure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 4931bb4bc60531ce40453f5d1ceeae478828b8d1 3320 3048 2008-08-06T23:56:55Z Nautilus 10 /* Benefits */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally makes the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] a82c1a5117b9ec7cbbe22e136500cdd007d1ac83 3048 2469 2008-05-05T14:08:48Z Voxel 2 /* Guidelines for patches */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * Patches must comply with the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 0322d093806a0eba862eb165ae55b5b164b4e6f1 2469 2436 2006-10-31T01:30:16Z Voxel 2 /* Guidelines for patches */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * See the [[Coding_standard|coding standard]] ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] c1483d154ae8234960cef89db45d2d55829caad4 2436 2302 2006-10-27T02:07:51Z 60.234.130.11 0 /* Guidelines for patches */ wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * See [[Coding_standard]] ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 8ccbbf0564f1fae6f33c912a7f522b119c2b37e9 2302 2298 2006-09-21T21:26:42Z Russell 4 wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 16a2b4b27b89a091aeb08f6cffb51408f69e1518 2298 2008 2006-09-20T07:08:46Z Russell 4 wikitext text/x-wiki ==Overview== A patch is a portion of source code (fix or addition) that can be directly applied to the main ODAMEX source code. ==Benefits== There are some benefits for yourself and others to be gained from submitting a patch: * Helps ODAMEX in terms of stability and robustness, or maybe adds a new feature that generally making the game more enjoyable to play. * If you're a newbie developer, it can improve your programming language skills. * If you're an advanced developer, it can improve your knowledge of the doom source code. * If you submit several patches, you will be included on the credits/contributors list (and eventually gain developer [[svn]] write access) * If you submit big patches, including ones that fix major crashes and or add some feature that makes odamex so much better, you will be granted [[svn]] write access ==Guidelines for patches== * Be sure you have the latest [[svn]] revision, just to be sure that you aren't fixing something that has already been fixed. * Be sure your editor/IDE's EOL mode is LF, not CRLF or CR ==Sending us a patch== Patch submission can be made using one of the [[MAINTAINERS]] email addresses. ==Conclusion== Patches help ODAMEX alot, bugs that the main developers cannot find could be found by you or someone else. Remember, we appreciate patch submission, it is part of the blood that keeps ODAMEX alive == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 41fa27e35bf62fbc7d4420576629f3af8046cf8c 2008 2007 2006-04-12T02:48:36Z 83.67.16.209 0 /* External Links */ wikitext text/x-wiki If you want to help out with the code and have made an improvement to odamex, or have already fixed a [[bugs|bug]], please send us your patches. Let the [[MAINTAINERS]] file guide you to the appropriate email address. Odamex needs your help! == External Links == * [http://en.wikipedia.org/wiki/Diff diff utility] * [http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility] 39d9ba58cd5ae8d94b1cc7a39c5f1e4436764228 2007 1401 2006-04-12T02:48:25Z 83.67.16.209 0 wikitext text/x-wiki If you want to help out with the code and have made an improvement to odamex, or have already fixed a [[bugs|bug]], please send us your patches. Let the [[MAINTAINERS]] file guide you to the appropriate email address. Odamex needs your help! == External Links == * [[http://en.wikipedia.org/wiki/Diff diff utility]] * [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch utility]] 8037db44a4557b81b7c34f7765d39b6b7453df16 1401 1327 2006-03-30T18:26:53Z Voxel 2 wikitext text/x-wiki If you want to help out with the code and have made an improvement to odamex, or fixed a [[bugs|bug]], send us your patches! Let the [[MAINTAINERS]] file guide you to the appropriate email address. == External Links == * [[http://en.wikipedia.org/wiki/Diff diff]] * [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]] 6ef217190ba77662024cba0a3010dbc7248bbe3d 1327 1326 2006-03-29T13:05:27Z Voxel 2 wikitext text/x-wiki If you want to help out with the code and have made an improvement to odamex, or fixed a [[bug]], send us your patches! Let the MAINTAINERS file guide you to the appropriate email address. == External Links == * [[http://en.wikipedia.org/wiki/Diff diff]] * [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]] b6b56f59ddee83653c10071db3b9b36d045f198e 1326 2006-03-29T13:04:44Z Voxel 2 wikitext text/x-wiki If you want to help out with the code and have made an improvement to odamex, or fixed a [[bug]], send us your patches! == External Links == * [[http://en.wikipedia.org/wiki/Diff diff]] * [[http://en.wikipedia.org/wiki/Patch_%28Unix%29 patch]] 56f437c76bb70da89bd98764a6a4ac1d95e574d6 Pause 0 1405 3480 2383 2010-08-23T11:55:49Z Ralphis 3 wikitext text/x-wiki ===pause=== Pauses the game. [[Category:Client_commands]] 2b13b7086e9fd33faa2bbec2a3fe0bf0a2757455 2383 2111 2006-10-09T17:45:42Z AlexMax 9 wikitext text/x-wiki ===pause=== No function. [[Category:Client_commands]] [[Category:Server_commands]] c37b24ec26902e05320a265513b8438490c50bd3 2111 2006-04-14T18:30:47Z AlexMax 9 wikitext text/x-wiki ===pause=== No function. Could potentially allow a 'timeout' of the game in 1on1 games. Obviously number of uses per match would be limited to prevent abuse. [[Category:Client_commands]] [[Category:Server_commands]] 7bd9f99fe9d8e7ebd005c181119c733e4b0f9b90 PearlaBjork658 0 1816 3715 2012-07-12T13:05:18Z 173.208.103.141 0 Created page with "<h1>Reverse Phone Look-up</h1> Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup] The cyberspace..." wikitext text/x-wiki <h1>Reverse Phone Look-up</h1> Look for an house address by phone of a relative's shifted location [http://reverse-phonelook-up.info/ telephone number lookup] The cyberspace may be tricky if you try to locate important information, as when one utilizes contact number to do so. Nonetheless there is certainly websites web-based that give you a reverse number lookup, with checking out by phone number to find a number's important information. And these will need massive premium data source, which in turn must cost a modest cost upon preparing your own custom report, in order to gain access to privacy as well as valued information. And the web page stated at the bottom of this article is the best service provider, so it would be smart to take into accout. The plethora of web pages supplying Custom mobile reports tend to be inaccurate, as with particular reverse cell phone look up web-sites offering no cost of charge services, they naturally do not possess access to good quality sources, therefore you are usually left feeling hopeless when left with a “no data found” message upon processing your own number in the 100% free search site's intended “databases”. The only answer is a site such as the 1 stated at the conclusion of this article, which provides an outstanding report, custom to tracing a phone number, supplying you with owner's name, address or current location (all with satellite imagery), service provider, not to mention history checks. [http://startreversephonelookup.com/ reverse phone number look up] However this can be mutually beneficial, particularly when it comes to unidentified callers. Perhaps eventually you return and discover your callers list, with 2 unidentified calls. After that upon making dinner and going downstairs do to the washing and find another two missed telephone calls, and these are from one particular phone number. Recognizing the cell phone number, you can actually track down the number by doing a reverse contact number lookup at the web site noted at the end of the article, in effect to discover address by telephone number. Now if outcomes are traced, through access via a reverse lookup paid for directory or “database”, you get a specialized report about possession information, that the internet site service provider pays for in order to have access to this information. Now you can now get the telephone number possession information, such as name and address, and by simply doing this search you discover out the location is your relative's, or Mother Suzy, and you can reconnect, take note of her new address, and keep in contact with her with all of her important or helpful information saved, neatly and concisely in a single cellphone report. Try doing a reverse telephone look up at [http://www.reversenumber-lookup.info/ free cell phone number lookup] for immediate outcomes! 5bacc58cab6ba48e4e6b49ab2b12acfa08254818 Playdemo 0 1593 3181 3154 2008-06-01T12:08:18Z Voxel 2 wikitext text/x-wiki ===playdemo=== After starting odamex or running odamex with +playdemo, this command plays a recorded demo ''Ex. If you wanted to play a vanilla demo, you would type '''playdemo demotitle.lmp'''. If the demo is located in a different directory other than odamex, you would type '''playdemo C:\path\to\demo\demotitle.lmp''' or in *nix '''playdemo /home/<user>/path/to/demo/demotitle.lmp''' ==See also== * [[recordvanilla]] [[Category:Client_commands]] 02e883b02b2b1ccaced4fa689f23863a7319944e 3154 2008-05-26T19:20:28Z cSc 47 wikitext text/x-wiki ===playdemo=== After starting odamex or running odamex with +playdemo, this command plays a recorded demo ''Ex. If you wanted to play a vanilla demo, you would type '''playdemo demotitle.lmp'''. If the demo is located in a different directory other than odamex, you would type '''playdemo C:\path\to\demo\demotitle.lmp''' or in *nix '''playdemo /home/<user>/path/to/demo/demotitle.lmp''' [[Category:Client_commands]] 7bec194f1ba74ecfd3b457433131e8ba57ae1d2b Playerinfo 0 1408 3485 2116 2010-08-23T12:10:19Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]] fe09fa47424b4c1ee0e228170934b091919b2a8a 2116 2115 2006-04-14T18:35:45Z AlexMax 9 wikitext text/x-wiki ===playerinfo ''player number''=== Prints detailed information about player ''player number'' to the console. [[Category:Client_commands]] 364d17e4f9d614c7760b148c564aa42bfd0a64ea 2115 2006-04-14T18:35:12Z AlexMax 9 wikitext text/x-wiki ===playerinfo ''<player number>''=== Prints detailed information about player ''<player number>'' to the console. [[Category:Client_commands]] d3c30a2da1b2238f8277851193557fe0066f3724 Playerlist 0 1717 3484 2010-08-23T12:10:07Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]] fe09fa47424b4c1ee0e228170934b091919b2a8a Players 0 1407 2114 2006-04-14T18:34:09Z AlexMax 9 wikitext text/x-wiki ===players=== Lists the currently playing players in the game and their player id's. See also: [[playerinfo]] [[Category:Client_commands]] 7375a2971f17f0d566e1af6edea8d62f7fd10510 Policy 0 1292 3644 3493 2012-05-03T20:14:31Z HeX9109 64 Updated wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]] * Coders: [[User:Russell|Russell]], Manc, [[User:Hyper Eye|Hyper Eye]], [[User:Dr. Sean|Dr. Sean]], [[User:AlexMax|AlexMax]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:Ralphis|Ralphis]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. db60595dd301e8efeb403002434d27366aff088d 3493 3063 2010-09-25T03:45:29Z Manc 1 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]] * Coders: [[User:Russell|Russell]], Manc, [[User:Hyper Eye|Hyper Eye]], [[User:Spleen|Spleen]], [[User:Ladna|Ladna]], [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. fdf9a03101019b516272167751ca07f14e72048e 3063 2602 2008-05-05T14:35:49Z Voxel 2 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Coders: [[User:Voxel|Voxel]], [[User:Russell|Russell]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. e973815350222cea36e6075f776583bff64010e2 2602 2473 2006-11-16T03:23:07Z Manc 1 /* Views */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do for you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 0b8a2c55bcb38aec08f182518b77fcb6d72f56f3 2473 2409 2006-10-31T01:45:52Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. f2b61a9518383959ef65e64de109605a9bddb744 2409 2061 2006-10-24T02:27:33Z Deathz0r 6 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [http://odamex.net/boards/ message boards], maintained by forum moderators * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). See the [[Bug Tester's Guide]]. == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 98292d38d4c3aeccb94c87d33b7176496ab60801 2061 2006 2006-04-13T15:50:30Z Voxel 2 /* Testing */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). See the [[Bug Tester's Guide]]. == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 14450d8f5f493c6efe8124fd052cb712b748f19a 2006 2005 2006-04-12T02:46:35Z 83.67.16.209 0 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel, maintained by channel operators * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 1cd2a2358255bbee1317e50bd5a01bd66f702420 2005 1949 2006-04-12T02:46:03Z 83.67.16.209 0 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [http://odamex.net/bugs Bugzilla], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * The [[OdaWiki]], maintained by contributors * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. a5add2ef9e8b456eb0862dbd596b5187e7df9842 1949 1948 2006-04-10T12:02:02Z Voxel 2 /* Views */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies to the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 3b5f5e8feb2107d3ee310e4cb2be9bc5b8f7eedd 1948 1930 2006-04-10T12:01:37Z Voxel 2 /* Views */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly, we are against the "big brother" mentality. Our reach and authority only applies across the services we provide. The Odamex team is not interested in policing every server, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are for transparency, open discussion and understanding of issues, and we are always willing to discuss them rationally if a problem happens to arise. 81f28dd799a83a1e57103044339e9518c330ccc5 1930 1906 2006-04-08T00:09:28Z AlexMax 9 /* Views */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly. we are against the "big brother" mentality. Our reach and authority only applies when using our provided services. The Odamex team is not interested in policing every server and accusing every suspect, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are FOR trasnparency, open discussion and understanding of issues either in the applications or in our services, and we are always willing to discuss them rationally if a problem happens to arise. We provide such services as the bug tracker, the irc bug bot, and the realtime changelog so that all may see what is really happening and how change really does occur. a00a436a7299b471466175bf1395962d8585c7a8 1906 1720 2006-04-07T20:52:55Z Manc 1 /* Views */ Beef it up a bit, written somewhat poorly and could use even more... wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == First and foremost, our community is strongly against [[cheating]]. Secondly. we are against the "big brother" mentality. Our reach and authority only applies when using our provided services. The Odamex team is not interested in policing every server and accusing every suspect, nor are we interested in micromanaging every little bit of use of our products. It is thanks to the individuals that volunteer their time that we are able to offer what we do to you, the player. We are FOR open discussion and understanding of issues either in the applications or in our services, and we are always willing to discuss them rationally if a problem happens to arise. We provide such services as the bug tracker, the irc bug bot, and the realtime changelog so that all may see what is really happening and how change really does occur. 64b63245c07fa637f1e6a75bbbad6f0daebf3310 1720 1710 2006-03-31T22:18:57Z AlexMax 9 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * The documentation, maintained by [[User:deathz0r|deathz0r]] and [[User:AlexMax|AlexMax]] * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 21b101be0f4c1316c9dbbb63cb5cef1dd8d4e2b9 1710 1612 2006-03-31T08:59:51Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by [[User:deathz0r|deathz0r]] * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. af380bd46955c2e8f34ae427e6c445e1fca791af 1612 1611 2006-03-30T22:40:50Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by [[User:deathz0r|deathz0r]] * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. __NOEDITSECTION__ 9e44ae9b461f9a9719ff7e51d27268eec9f72a24 1611 1461 2006-03-30T22:40:07Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by [[User:deathz0r|deathz0r]] * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. __NOEDITSECTION__ d86a0dcb81c2da16d489ce63951cb786dee74b0d 1461 1453 2006-03-30T19:54:51Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by [[User:deathz0r|deathz0r]] * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 5ededc53bfa766ea2c6d7b6a0bc8078755125934 1453 1451 2006-03-30T19:22:55Z Manc 1 /* Governance */ Added a couple people wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project managers: [[User:Manc|Manc]], [[User:Ralphis|Ralphis]], [[User:deathz0r|deathz0r]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 34787124e41e56f186c93835e40c02ffba073bfb 1451 1446 2006-03-30T19:22:00Z Manc 1 /* Testing */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are involved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. d967532040b752492525a1915be0370dd8f6bb80 1446 1445 2006-03-30T19:11:27Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 1c4ab3f930452e3a11b72240185b10de40060486 1445 1442 2006-03-30T19:11:05Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file, distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 7b69325dd1fe3a5ab2dff60dfa9122185d0ad164 1442 1434 2006-03-30T19:06:48Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * Primary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Manc|Manc]] * Secondary [[Master|Master server]] ([http://odamex.net/servers status]), maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. affb27d797f2cf2d1cf001ed6dd95f77e176f603 1434 1433 2006-03-30T19:00:38Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 00d9726ce1d34cbecdee4fb2f6d179a016fee91d 1433 1428 2006-03-30T18:59:59Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * The documentation, maintained by deathz0r * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]] * The odamex [[IRC]] channel * Public game servers, maintained by their respective administrators == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. a30c731f103678d8e978d129ad907bc7f885ec5e 1428 1399 2006-03-30T18:57:11Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the [[MAINTAINERS]] file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]] * Public game servers, maintained by their respective administrators * The odamex [[IRC]] channel == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 4fd0fb2143d0de926fffdf7c3e364baa8028ee7b 1399 1398 2006-03-30T18:22:25Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]] * Public game servers, maintained by their respective administrators * The odamex [[IRC]] channel == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 4810d28be4631125cf7d40ae5a156c838762b459 1398 1397 2006-03-30T18:22:00Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php Secondary master], maintained by [[User:Voxel|Voxel]] * Public game servers, maintained by their respective administrators * The odamex IRC channel == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. d374b9b80bba826befa6191900a0002d18d7f10b 1397 1396 2006-03-30T18:20:53Z Voxel 2 /* Maintenance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [[http://odamex.net|The odamex web site]], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers|Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php|Secondary master], maintained by [[User:Voxel|Voxel]] * Public game servers, maintained by their respective administrators * The odamex IRC channel == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 8a02c04d51db3873487f02e36e563c90abad24ed 1396 1395 2006-03-30T18:20:31Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Maintenance == Alongside the game development, the community administrates the following systems * [http://odamex.net|The odamex web site], maintained by [[User:Manc|Manc]] * [[svn|SVN]] repository, maintained by [[User:Manc|Manc]] * [http://odamex.net/servers|Master server], maintained by [[User:Manc|Manc]] * [http://www.voxelsoft.com/odamex/servers.php|Secondary master], maintained by [[User:Voxel|Voxel]] * Public game servers, maintained by their respective administrators * The odamex IRC channel == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 85b2db5024926274d0fcdab98280b37b87e452b6 1395 1388 2006-03-30T18:11:17Z Voxel 2 /* Testing */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Testing == Please find and report [[bugs]]. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. b3e3ffa7751b122e704b1d748682b8adc5a2341d 1388 1381 2006-03-30T18:05:29Z Voxel 2 /* Testing */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Testing == Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a [[bugs|bug]] that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 880bf93a8321163568653d53938b1e33e7611831 1381 1378 2006-03-30T17:49:14Z Voxel 2 /* Testing */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Testing == Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a [[debugger]]. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. a40643ade179570a8f7a71bac316909dd1ce0d2f 1378 1377 2006-03-30T17:45:14Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Testing == Please find and report bugs. If you are envolved in testing, you should generally build odamex in [[debug]] mode and run it from within a debugger. Should you experience a [[crash]], you should file a bug that includes the complete call stack (backtrace). == Views == Our community is strongly against [[cheating]]. 1f4dc80e71b1c4f23cd5037ef8fa8ee14da851e2 1377 1344 2006-03-30T16:21:00Z Manc 1 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: [[User:Manc|Manc]] * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Views == Our community is strongly against [[cheating]]. 070cd7bc645a0fb4d5bf6b3054da19d9ab1acd5f 1344 1343 2006-03-29T13:43:33Z Voxel 2 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: Manc * Lead coder: [[User:Voxel|Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Views == Our community is strongly against [[cheating]]. b03c7760a74fbc49a6e8e5be341be345f06561e2 1343 1331 2006-03-29T13:41:45Z Voxel 2 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: Manc * Lead coder: [[User:Voxel]] == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Views == Our community is strongly against [[cheating]]. 272d82fb5305882fde1e89c474de8116bdc1a4b5 1331 1330 2006-03-29T13:10:03Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: Manc * Lead coder: Voxel == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you get listed as a maintainer and are given [[svn]] access. == Views == Our community is strongly against [[cheating]]. d4a837c14f8ef28b53433f3add6e860ace5b4879 1330 1329 2006-03-29T13:08:22Z Voxel 2 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == * Project manager: Manc * Lead coder: Voxel == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access. == Views == Our community is strongly against [[cheating]]. a3c45ad1314d515a562995421e5c0510d32a5bba 1329 1325 2006-03-29T13:07:48Z Voxel 2 /* Governance */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == Project manager: Manc Lead coder: Voxel == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access. == Views == Our community is strongly against [[cheating]]. 24fc20fb6534bd045c153ec51ea5a136e334605f 1325 1318 2006-03-29T13:00:48Z Voxel 2 /* Development */ wikitext text/x-wiki We believe in rough consensus and running code. == Governance == == Development == Current maintainers can be found in the MAINTAINERS file distributed with the source code. These are people who volunteer time to work on odamex and keep things running. If you wish to improve odamex without commitment, you can send us [[patches]]. We will generally expect many patches from you over a period of time before you are listed as a maintainer and given svn access. == Views == Our community is strongly against [[cheating]]. 79e19e0883f4f28a03ee489953206783692283ff 1318 1313 2006-03-29T12:44:40Z Voxel 2 wikitext text/x-wiki We believe in rough consensus and running code. == Governance == == Development == == Views == Our community is strongly against [[cheating]]. 9edb767a349468b649a0cbbe9a0458a8863955a7 1313 2006-03-29T11:35:36Z Voxel 2 wikitext text/x-wiki We are strongly against [[cheating]]. 30f97b9264f51c2128de78d9fe1746cd2d69a003 Quit 0 1376 2046 2045 2006-04-13T14:59:03Z Voxel 2 wikitext text/x-wiki ===quit=== Quits Odamex without confirmation. Also see the [[rquit]] server commands. [[Category:Client_commands]] [[Category:Server_commands]] 7d051d4dc4609a225a2c315f7a44acae6670b21d 2045 1768 2006-04-13T14:58:18Z Voxel 2 wikitext text/x-wiki ===quit=== Quits Odamex without confirmation. [[Category:Client_commands]] [[Category:Server_commands]] f9ebd892df4b960fa8c4950a315635f499bc14ac 1768 1757 2006-04-03T19:22:57Z AlexMax 9 wikitext text/x-wiki ===quit=== Quits Odamex without confirmation. [[Category:Client_commands]] d9d790aa7f7f1e5fe26bedc42a1154ae99661d73 1757 2006-04-03T19:16:30Z AlexMax 9 wikitext text/x-wiki '''quit''' Quits Odamex without confirmation. [[Category:Client_commands]] 8709221916657d7cc9dc02698087d020822d14bd RaelFarrar431 0 1787 3686 2012-07-11T08:37:46Z 188.167.53.80 0 Created page with "<h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. I..." wikitext text/x-wiki <h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. In such cases the individual is left with extremely couple of selections which are instant money payday loans or borrowing from buddies and family since if the situation calls for instant cash then there are only these possibilities which remain. Borrowing cash from friends and family is all appropriate once yet much more than that it becomes an awkward situation which the borrower could will need to steer clear of. So instant money payday loans automatically turn into the favourite option for such instances. Instant cash payday loans have been a item born out of necessity as they have been especially created by financial organizations and institutions keeping in mind the requirement of instant cash. One by no means knows as soon as instant money will be crucial be it an accidental auto repair or a sudden medical bill. It may well even be your last mortgage reminder or the electricity bill reminder. Often such costs have to have instant payment. That is why the instant money payday loans are an crucial part of the life of a British citizen. [http://instantpaydayloanuk.co.uk instant payday loans] Focusing on the instant cash payday loans, they're loans that are paid by write-up dated checks produced from the checking account of the borrower to the lender. It provides a make certain towards the lender that the borrower will repay the money as soon his or her salary is transferred to his account. The lender can cash the check on the date specified by the borrower as and when his salary is transferred. The check is made of the amount which includes the borrowed money along with a small fee which is charged by the lender for the transaction. All such transactions incorporate a specific amount of fee which depends upon the quantity of cash borrowed. These payday loans have particular needs which the borrower must maintain in mind ahead of applying for the loans. The many vital thing is that the applicant ought to be above the age of eighteen along with a British citizen. Another requirement is that the applicant need to have a regular job and checking account in which he receives his salary. If the applicant meets all these needs then there should be no problem in getting the loan readily. A hassle-free factor to keep in mind is that the borrower have to not have an outstanding loan of the identical type. In that case the lender won't loan the money until unless the prior loan has been paid off along with the transaction fee. Lenders are pretty strict around this factor so 1 must keep in mind to clear all loans ahead of applying for a brand new one. Otherwise instant money payday loans can certainly develop life quick for all those who have to have instant money. Between 2 consecutive paydays for those who don't have dollars to meet expected or unexpected fiscal requirements then you are able to derive cash readily working with exact same day payday loans. These loans are specially created to help the salaried many people in their hardship days, mainly because payday loans are needless to say secured on the salaried of the borrowers. So, the applicant have to be permanent employee in any reputed company. [http://instantpaydayloanuk.co.uk/apply-now/ instant payday loans] In addition the applicant have to be 18 years old of age using the resident of USA and monthly earning ought to be extra than $1000 per month. These loans are on the market on the web so the applicant ought to have a valid active checking account for the electrical loan transferred. f7eeefdadbd5392a52697226b0bc22dd21458a92 Rcon 0 1419 2148 2146 2006-04-16T04:27:33Z Ralphis 3 wikitext text/x-wiki ===rcon=== After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command. ''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.'' [[Category:Client_commands]] 61a55e6fd54e1984dbb7e75c0aed8ff15b7dbf1e 2146 2144 2006-04-16T04:26:46Z Ralphis 3 wikitext text/x-wiki ===rcon=== After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command. ''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.'' 6f1da010fd631c3f1c82832e9cda41b9f0f918b5 2144 2143 2006-04-16T04:22:10Z Ralphis 3 wikitext text/x-wiki After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command. ''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''rcon map map02''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.'' 951eb942ebdbc27db88ac00e6ea7acab7fb4e7d7 2143 2142 2006-04-16T04:21:46Z Ralphis 3 wikitext text/x-wiki After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command. ''Italic text''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''Bold text'''rcon map map02'''Bold text''' in console. Remember to make sure you have logged in using the [[rcon_password]] command.''Italic text'' cb6fa6eee94e1878dc92f9b4ffa1a36754a76f49 2142 2006-04-16T04:21:36Z Ralphis 3 wikitext text/x-wiki After you have logged in using the [[rcon_password]] command, use rcon before a command to specify it as a server command. ''Italic text''Ex. If you wanted to tell the server to change to map02 in a wad you would type '''Bold text'''rcon map map02'''Bold text''' in console. Remember to make sure you have logged in using the [[rcon_password]] command. 7d792119576361ae99f6f91fd15c11cc393e5622 Rcon logout 0 1733 3567 2011-08-12T15:46:25Z Ralphis 3 wikitext text/x-wiki {{stub}} ===rcon_logout=== Using the '''rcon_logout''' command will remove rcon privileges from the client. [[Category:Client_commands]] ce0a7eb044782185d37bca94224ba89a298045a4 Rcon password 0 1420 3224 2647 2008-06-07T19:26:46Z Ralphis 3 typo fixed wikitext text/x-wiki {{stub}} ===rcon_password=== Use the rcon_password command to login to server privileges from a client. ''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.'' [[Category:Client_commands]] 8a2ee6c35f750149cfd07688626c26de60640e78 2647 2149 2007-01-09T20:47:26Z Ralphis 3 wikitext text/x-wiki {{stub}} ===rcon_password=== Use the rcon_password command to login to server privelages from a client. ''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.'' [[Category:Client_commands]] 48206661c4dd073318093bf1366f1a1697b61e44 2149 2147 2006-04-16T04:27:41Z Ralphis 3 wikitext text/x-wiki ===rcon_password=== Use the rcon_password command to login to server privelages from a client. ''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.'' [[Category:Client_commands]] 619c352cb263ce7e172eca95195fb4959aef51fa 2147 2145 2006-04-16T04:26:56Z Ralphis 3 wikitext text/x-wiki ===rcon_password=== Use the rcon_password command to login to server privelages from a client. ''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.'' 58a54e25f33cc7df80c2b78f8d18875f72725876 2145 2006-04-16T04:24:43Z Ralphis 3 wikitext text/x-wiki Use the rcon_password command to login to server privelages from a client. ''Ex. If a server's rcon password is set as 'default' type '''rcon_password default''' in client console to gain access to server control. After logged in, use the [[rcon]] command to execute server commands.'' e2bc2e7702affd733740d8701320efd492967a7d Rcon password(cvar) 0 1703 3439 2010-08-06T05:02:23Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#rcon_password]][[Category:Server_variables]] 5f5d4d180a488e60471c1c496fbb6eddf5ffdf77 Reconnect 0 1426 2160 2006-04-16T04:42:36Z Ralphis 3 wikitext text/x-wiki ===reconnect=== This command is used for reconnecting to any server you have been disconnected from or have used the [[disconnect]] command on. ''Ex. If you wanted to reconnect to the last server you playing on (client must stay open) type '''reconnect''' in console.'' [[Category:Client_commands]] e3ab6e916d658498731524d5652dcceabfeab163 Recordlongticks 0 1605 3204 2008-06-03T12:06:01Z Turks 48 Recordlongticks moved to Recordlongtics: tics not ticks :) wikitext text/x-wiki #redirect [[Recordlongtics]] f49ffff5a951d4fd49bd0a4304af5effdbae380b Recordlongtics 0 1598 3203 3182 2008-06-03T12:06:01Z Turks 48 Recordlongticks moved to Recordlongtics wikitext text/x-wiki #REDIRECT [[Recordvanilla]] [[Category:Client_commands]] c685051bb960197d46ecb792f70a0f89d809220e 3182 2008-06-02T14:23:01Z Ralphis 3 Redirects to [[recordvanilla]], added to client commands category wikitext text/x-wiki #REDIRECT [[Recordvanilla]] [[Category:Client_commands]] c685051bb960197d46ecb792f70a0f89d809220e Recordvanilla 0 1592 3195 3193 2008-06-03T03:50:42Z Turks 48 s/[record]longticks/[record]longtics wikitext text/x-wiki ==recordvanilla== In odamex, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' You can also run odamex with "+recordvanilla map demoname" on the commandline ==recordlongtics== This is like recordvanilla, only it records demos in the longtics format. ==See also== * [[playdemo]] == External Links == [http://doom.wikia.com/wiki/Turning_resolution_is_lowered_when_recording_demos longtics information] at the [http://doom.wikia.com Doom Wiki] [[Category:Client_commands]] e11823f6ca52711d87588489e14073f2c17bf6d3 3193 3180 2008-06-03T01:17:33Z Russell 4 wikitext text/x-wiki ==recordvanilla== In odamex, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' You can also run odamex with "+recordvanilla map demoname" on the commandline ==recordlongticks== This is like recordvanilla, only it records demos in the longticks format. ==See also== * [[playdemo]] == External Links == [http://doom.wikia.com/wiki/Turning_resolution_is_lowered_when_recording_demos longticks information] at the [http://doom.wikia.com Doom Wiki] [[Category:Client_commands]] 5bf4dbf9c006706c2414765df8084bd71faf1b9b 3180 3179 2008-06-01T12:07:57Z Voxel 2 wikitext text/x-wiki ==recordvanilla== In odamex, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' You can also run odamex with "+recordvanilla map demoname" on the commandline ==recordlongticks== This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki. ==See also== * [[playdemo]] [[Category:Client_commands]] b34421e4ceb209d1205b93b5ff693f4c717c0156 3179 3178 2008-06-01T12:04:26Z Voxel 2 wikitext text/x-wiki ==recordvanilla== In odamex, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' You can also run odamex with "+recordvanilla map demoname" on the commandline ==recordlongticks== This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki. [[Category:Client_commands]] 175b84f9fe7ea426970ae2fdfaf7d2115aebd283 3178 3177 2008-06-01T12:03:57Z Voxel 2 wikitext text/x-wiki ==recordvanilla== In odamex, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' You can also run odamex with +recordvanilla ==recordlongticks== This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki. [[Category:Client_commands]] c78d579c5e45e238c9e5b54bfc7e51fd224e9d32 3177 3153 2008-06-01T12:03:18Z Voxel 2 wikitext text/x-wiki ==recordvanilla== After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' ==recordlongticks== This is like recordvanilla, only it records demos in the longticks format. Consult the Doom Wiki. [[Category:Client_commands]] b0f910aacedef7b926202a89a3800e1c0399b53c 3153 3152 2008-05-26T19:15:10Z cSc 47 /* recordvanilla */ wikitext text/x-wiki ==recordvanilla== After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' [[Category:Client_commands]] a194cf9ef1350c13383f16dbc604b096c40da50c 3152 2008-05-26T19:14:36Z cSc 47 wikitext text/x-wiki ==recordvanilla== After starting odamex or running odamex with +recordvanilla, this will record a vanilla doom lump demo. ''Ex. If you wanted to record a demo of a map01 run, you would use '''recordvanilla map01 demotitle''' [[Category:Client_commands]] d651e34fa3a1000ba57dbf90de66c0f88e763307 Regression 0 1310 1390 2006-03-30T18:08:09Z Voxel 2 wikitext text/x-wiki == What is regression testing == Regression testing determines at which revision a [[bugs|bug]] or feature was introduced. == How to do a regression test == Find a revision from which the bug was absent. Then find a revision in which the bug was present. Pick a revision in the middle, and test that. Now you know which suspect block of revision to test next. Divide and conquer. A [[bugs|bug]] in a block of 1024 revisions should only take about 10 tests. 49dffe8085da459cd47a0c00fbdf21d4230e8208 Releases 0 1562 3949 3948 2020-05-12T04:23:18Z Hekksy 139 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.3 == === Changes === Odamex 0.8.3 was released on May 10, 2020. ====Bug-Fixes ==== - Improved support for international keyboard layouts - Corrected multiple video and resolution bugs related to scaling - Fixed issue with demo recordings where multiple map indexes were being written - Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad) ==== Changes ==== - Latest SDL2 and SDL2_Mixer libraries are now packaged with release - CMake and compiler optimizations ==== Additions ==== - Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10. - Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor. == Odamex 0.8.2 == === Changes === Odamex 0.8.2 was released on April 4, 2020. ====Bug-Fixes ==== - Fix for teamscores updating during warmup - Fix color translations after changing teams - Fixed a collision error with players of differing heights when co_realactorheight was enabled - Fixes for vanilla demo desyncs - Fixed some cases where client demo settings would override the server settings - Fixed singleplayer losing inventory after map change - Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor - Fixed weapon offset by 1 - Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes - Fixed crash when loading a game when an Icon of Sin cube was in-flight - Fixed cl_netgraph rendering out-of-bounds on small resolutions - Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282) ==== Changes ==== - Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage - DeuTex is now used to build odamex.wad - Removed classicdemo variable since it was never used - Removed suicide spam and suicide during intermission - Rewrote a loop in SV-WriteCommands(), making the server much more efficient - Added further improvements to wad downloading by removing the constant check for MD5 hashes - Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 - "players" command now also includes the number of players when used - Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla - Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players - Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically - Removed "cl_rocketrails" because it was unused - Removed "cl_unlag" and "sv_unlag". They are default behavior now - Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" - Removed "cl_predictlocalplayer" cvar. It is now always enabled ==== Additions ==== - Added confirmation messages for addmap and insertmap - Added PAR times for The Flesh Consumed - Updated FreeDoom to version 0.12.1 - Added some feedback to the user warning them if their iwad is out of date (not version 1.9) - Added back a few ZDoom/Hexen damage sectors - Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit - Added the ability to spy by name (or closest to what the user keyed in) - Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === Changes === Odamex 0.6.2 was released on December 15, 2012. ==== General/Major: ==== ==== Bug-Fixes ==== ==== Changes: ==== ==== Additions: ==== == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 041b295eaaa6905249fbbd6222bc9cf5267bac51 3948 3946 2020-05-09T18:27:57Z Ralphis 3 wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.3 == === Changes === Odamex 0.8.3 is a pending release. ====Bug-Fixes ==== - Improved support for international keyboard layouts - Corrected multiple video and resolution bugs related to scaling - Fixed issue with demo recordings where multiple map indexes were being written - Bug fixes to weapon behavior in wads that utilize "ISLOBBY" (i.e. Duel2020OA.wad) ==== Changes ==== - Latest SDL2 and SDL2_Mixer libraries are now packaged with release - CMake and compiler optimizations ==== Additions ==== - Added "Fullscreen Exclusive" mode as an available option in the vid_fullscreen. The other two existing modes were windowed and fullscreen borderless. Using Fullscreen Exclusive mode eliminates video lag (and a perceived mouse lag) introduced on systems running Windows 8 and Windows 10. - Client now receives control of mouse when client is in console, menu, or alt+tabbed on Windows. This behavior mirrors Valve's Source engine games and is highly useful for users with more than one monitor. == Odamex 0.8.2 == === Changes === Odamex 0.8.2 was released on April 4, 2020. ====Bug-Fixes ==== - Fix for teamscores updating during warmup - Fix color translations after changing teams - Fixed a collision error with players of differing heights when co_realactorheight was enabled - Fixes for vanilla demo desyncs - Fixed some cases where client demo settings would override the server settings - Fixed singleplayer losing inventory after map change - Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor - Fixed weapon offset by 1 - Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes - Fixed crash when loading a game when an Icon of Sin cube was in-flight - Fixed cl_netgraph rendering out-of-bounds on small resolutions - Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282) ==== Changes ==== - Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage - DeuTex is now used to build odamex.wad - Removed classicdemo variable since it was never used - Removed suicide spam and suicide during intermission - Rewrote a loop in SV-WriteCommands(), making the server much more efficient - Added further improvements to wad downloading by removing the constant check for MD5 hashes - Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 - "players" command now also includes the number of players when used - Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla - Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players - Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically - Removed "cl_rocketrails" because it was unused - Removed "cl_unlag" and "sv_unlag". They are default behavior now - Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" - Removed "cl_predictlocalplayer" cvar. It is now always enabled ==== Additions ==== - Added confirmation messages for addmap and insertmap - Added PAR times for The Flesh Consumed - Updated FreeDoom to version 0.12.1 - Added some feedback to the user warning them if their iwad is out of date (not version 1.9) - Added back a few ZDoom/Hexen damage sectors - Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit - Added the ability to spy by name (or closest to what the user keyed in) - Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === Changes === Odamex 0.6.2 was released on December 15, 2012. ==== General/Major: ==== ==== Bug-Fixes ==== ==== Changes: ==== ==== Additions: ==== == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 55a823aea6a2e36b4050b6582ab8d4fec5622289 3946 3929 2020-04-05T20:45:00Z Hekksy 139 wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.2 == === Changes === Odamex 0.8.2 was released on April 4, 2020. ====Bug-Fixes ==== - Fix for teamscores updating during warmup - Fix color translations after changing teams - Fixed a collision error with players of differing heights when co_realactorheight was enabled - Fixes for vanilla demo desyncs - Fixed some cases where client demo settings would override the server settings - Fixed singleplayer losing inventory after map change - Fixed bug 1278: sector scroll speeds. Also reimplemented LS_Scroll_Floor - Fixed weapon offset by 1 - Many fixes related to client stability regarding invalid stats, floor/ceiling height, and railgun crashes - Fixed crash when loading a game when an Icon of Sin cube was in-flight - Fixed cl_netgraph rendering out-of-bounds on small resolutions - Fixed issues with actions triggered by multiple bound keys at the same time (bug 1282) ==== Changes ==== - Most arguments now automatically translate to lowercase, fixing many issues that may be a result from wrong case usage - DeuTex is now used to build odamex.wad - Removed classicdemo variable since it was never used - Removed suicide spam and suicide during intermission - Rewrote a loop in SV-WriteCommands(), making the server much more efficient - Added further improvements to wad downloading by removing the constant check for MD5 hashes - Increase number of steps adjusting snd_sfxvolume, snd_musicvolume, and snd_announcervolume to 64 - "players" command now also includes the number of players when used - Reverted the patch for bug 1105. No other multiplayer ports seem to support this behavior and it is not vanilla - Removed cvars "dynres_state", "dynresval", "mouse_acceleration", "mouse_threshold" since they were rarely used and caused confusion amongst the players - Removed cvar "mouse_type", we now only support the ZDoom mouse type since it was just a scaler for the Doom mouse type. Odamex will detect the users settings with the old cvar and update to the new settings automatically - Removed "cl_rocketrails" because it was unused - Removed "cl_unlag" and "sv_unlag". They are default behavior now - Removed "rate" cvar. The client will now allow up to what the server allows with "sv_maxrate" - Removed "cl_predictlocalplayer" cvar. It is now always enabled ==== Additions ==== - Added confirmation messages for addmap and insertmap - Added PAR times for The Flesh Consumed - Updated FreeDoom to version 0.12.1 - Added some feedback to the user warning them if their iwad is out of date (not version 1.9) - Added back a few ZDoom/Hexen damage sectors - Intermission now plays normally during episode end. Odamex no longer jumps straight to the next map upon exit - Added the ability to spy by name (or closest to what the user keyed in) - Added new vid_filter cvar to control display filtering; options are "nearest", "linear", "best", or "0", "1", "2", respectively == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === Changes === Odamex 0.6.2 was released on December 15, 2012. ==== General/Major: ==== ==== Bug-Fixes ==== ==== Changes: ==== ==== Additions: ==== == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 9a0b8cf819a123f95961d70ad6bf589b23d7bd69 3929 3928 2019-07-26T19:16:27Z Hekksy 139 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === Changes === Odamex 0.6.2 was released on December 15, 2012. ==== General/Major: ==== ==== Bug-Fixes ==== ==== Changes: ==== ==== Additions: ==== == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 7996d1b9189a4af2a41f9447237b24589f156df0 3928 3927 2019-07-26T19:15:53Z Hekksy 139 /* Changes */ TODO actually compile the changelog since it was lost to time wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === Changes === Odamex 0.6.3 was released on December 15, 2012. ==== General/Major: ==== ==== Bug-Fixes ==== ==== Changes: ==== ==== Additions: ==== == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 1ebe84a39daf3d2cac3dfdf14c18cf04eed81648 3927 3925 2019-07-26T19:01:48Z Hekksy 139 /* Odamex 0.6.4 (r4064) */ Finally added the changelog wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == === Changes === Odamex 0.6.4 was released on August 4, 2013. ==== General/Major: ==== - Added support for raw mouse input for Windows. This provides unaccelerated mouse input even when SDL is unable to (Windows Vista / 7 / 8). This is now the default for Windows users ==== Bug-Fixes: ==== - Fix an autoaim bug that ignored a client's cl_aimdist setting when using freelook - Fix the frame rate decrease that occurs when a player is looking directly at a very close wall and they are using a screen width that is a power-of-two (512, 1024, 2048, etc.) - Fix obituaries for rocket deaths. The obituary for splash damage was swapped with the obituary for direct hits - Add an additional small fix for a vanilla bug with co_blockmapfix enabled. Ignore the first entry in a block's list of lines, since it is not valid and typically is linedef 0 - Fix CPU slowdowns when PortMidi tries to play a section of a MIDI song that has more than 100 events in the span of one tic (28ms) - Fix a bug that sent all team chat messages to spectators on the same team - Fix freezes with maps requiring large numbers of TID, such as dvii-1u.wad MAP19 - Fix a bug that would use the past position of the wrong player when performing reconciliation with sv_unlag under certain circumstances. This could be seen by flags dropping at the location of players besides the flag carrier in CTF ==== Changes: ==== - Removed r_widescreen CVAR (see: Added vid_widescreen CVAR below) - Pillar boxing is used in place of horizontal stretching - Letter boxing is used in 4:3 video modes with wide field-of-view - Change the ammo usage per shot for railguns to match "Ammo use" and change weapons if the railgun does not have "Min ammo". Note that if the DeHackEd patch that implements the railgun does not otherwise specify, the railgun will use the amount of ammo per shot as the weapon it replaces. - Change the default color of team chat messages from green to orange ==== Additions: ==== - Added vid_maxfps CVAR to allow frame rates greater than 35. Users can cap to an arbitrary frame rate or have completely uncapped frame rates. Interpolation between game logic states is used for frame rates other than 35 - Added vid_widescreen CVAR (default = 0) to indicate the user prefers a wide field-of-view - Add the -timedemo commandline parameter to gauge rendering speed. The speed of the physics can be gauged by additionally including the -nodraw parameter. The impact of the screen blitting can be gauged with the additional -noblit parameter - Add support for ZDoom in Doom format horizon lines (special #337) - Add support for the ZDoom DeHackEd weapon extensions "Ammo use" and "Min ammo" and "Ammo per shot" from Eternity == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 899778b2cc20afe3716435960e93e4e47174b1b9 3925 3924 2019-07-24T19:11:12Z Hekksy 139 /* Odamex 0.8.1 */ Official changelog wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.1 == === Changes === Odamex 0.8.1 was released on July 22, 2019. ====Bug-Fixes ==== - Fixed a crash when using maplist with no wads specified - Fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - Fixed a bug where palette and blending would not be updated during intermission - Fixed active moving sectors getting stuck when switching from in-game to spectator mode - Fixed the alt key getting stuck on Windows when moving in and out of the Odamex window with tab - Fixed some vanilla demo de-syncs - Fixed some sectors not having the floor and ceiling textures updated in online mode - Fixed being able to drown in god mode - Fixed co_globalsound not working as intended - Fixed a bug where the client would hear switch activating sounds when connecting to a server - Fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillar-boxes (see: Added vid_pillarbox below) - Fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - Fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering ==== Changes ==== - The warm-up message now specifies which key needs to be pressed to "ready up" - Removed obsolete code that would only update sectors every 3rd tic that could result in de-syncs - Remove cl_updaterate since it is no longer used - Remove update_rate from userinfo since it is no longer used - In single-player mode the game will now pause if the console is on screen - The client is now much better optimized for rendering transparency - Modified some of the default binds to be more in alignment with modern shooter controls - Bobbing is now disabled in spectator mode and flying and mouselook are on by default ==== Additions ==== - The server will now inform the user that the maplist was cleared - Updated compatible versions of FreeDoom to include 0.10 to 0.11.2 - Added sv_respawnsuper, which can enable and disable super power-ups like megasphere and invulnerability sphere - Added "lobby" support to MAPINFO to allow players to create lobby maps - Added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - Added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - Added hud_demobar to now hide the progression bar during the playback of a demo - Added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - Added options for filtering specific gamemode demos in the network settings - Added Nintendo Switch support (no official release yet) - Added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillar-boxing in lower resolutions like 640x480 - Added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the variable will be removed and it will be turned on permanently == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] d0f53b9d4af66b713f57c290e09de8a38d67d846 3924 3921 2019-07-23T17:08:26Z Hekksy 139 rough draft of changes, will finish later wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.1 == ===Changes === Odamex 0.8.1 was released on July 22, 2019. - the server will now inform the user that the maplist was cleared - fixed a crash when using maplist with no wads specified - updated compatible versions of freedoom to include 0.10 to 0.11.2 - fixed a crash that could happen if the WEAPON_RAISE state is called during the start of the demo - the warmup message now specifies which key needs to be pressed to "ready up" - fixed a bug where palette and blending would not be updated during intermission - added sv_respawnsuper, which can enable and disable super powerups like megasphere and invulnerability sphere - removed obsolete code that would only update sectors every 3rd tic that could result in desyncs - remove cl_updaterate since it is no longer used - remove update_rate from userinfo since it is no longer used - fixed active moving sectors getting stuck when switching from in-game to spectator mode - fixed the alt key getting stuck on Windows when moving in and out of the odamex window with tab - fixed some vanilla demo desyncs - fixed some sectors not having the floor and ceiling textures updated in online mode - fixed being able to drown in god mode - fixed co_globalsound not working as intended - in single-player mode the game will now pause if the console is on screen - added "lobby" support to MAPINFO to allow players to create lobby maps - added sv_latency to simulate latency on the server. This command is intended for developers only and must be #defined in the source. - fixed a bug where the client would hear switch activating sounds when connecting to a server - the client is now much better optimized for rendering transparency - fixed issue where many non-widescreen resolutions were getting stretched across the screen in fullscreen mode instead of having pillarboxes - changed some of the default binds to be more in alignment with modern shooter controls - bobbing is now disabled in spectator mode and flying and mouselook are on by default - added hud_scoreboard_ondeath (default 1). This now allows us to hide the scoreboard on death. - added hud_demobar to now hide the progression bar during the playback of a demo - added hud_heldflag_flash to enable or disable the flashing that occurs with the flag hud in CTF - added options for filtering specific gamemode demos in the network settings - added Nintendo Switch support - fixed an SDL issue that resulted in potentially having different mouse sensitivity in windowed mode vs fullscreen mode - added vid_pillarbox, which will allow the user to stretch the picture to the full screen instead of using pillarboxing in lower resolutions like 640x480 - added experimental server cvar "sv_download_test" (default 0). This is a change that will stop odasrv from constantly opening and closing a wad file for a user attempting to download. We are hoping this will stop lag spikes from happening when multiple users are attempting to download a pwad, however it can only be tested with large crowds. If it works out the cvar will be removed and it will be turned on permenantly - fixed vid_32bpp not refreshing the screen to re-enable 32bpp rendering == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] a440bf5975a2b3f2f2e3f67ceb829aafad6bbc36 3921 3912 2019-06-17T16:09:04Z Hekksy 139 /* Odamex 0.6.4 (rxxxx) */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (r4064) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 0ea37f0a18962cbb28cd054c11927cec878d87a8 3912 3911 2019-01-25T06:26:13Z Manc 1 /* Additions: */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 9f203235a74112a1787266ffd5c5b04dab75c39f 3911 3910 2019-01-25T06:25:31Z Manc 1 /* General/Major: */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 9e0df07c13980d2c0da0aef1c4fdfde089e38d92 3910 3909 2019-01-25T06:24:37Z Manc 1 /* General/Major: */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== * SDL2 Support * Video Abstraction * Moved from SVN to GitHub * Automatic crash dump generated on Windows for client and server * AppVeyor build support * Replace deprecated Mac API * Numerous optimizations and bug fixes * Many crashes are now fixed * Optimizations to iwad identification * Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 2f09a88c5b26907658662fb9b6f97a650f04addb 3909 3908 2019-01-25T06:21:49Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading ==== Bug-Fixes ==== - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode ==== Changes: ==== - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. ==== Additions: ==== - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 9e0df07c13980d2c0da0aef1c4fdfde089e38d92 3908 3907 2019-01-25T06:21:12Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. ==== General/Major: ==== - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 2563d45f81c49ede909fcd924b2149f6a94b43df 3907 3906 2019-01-25T06:20:19Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 25, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 740d715bca8b34efc86d11eaa7761b55080ac282 3906 3905 2019-01-25T06:17:07Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 142771ed40e39c514afe5812be284357bf5e14ab 3905 3904 2019-01-25T06:16:31Z Manc 1 /* Odamex 0.8.X Series */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == === Changes === Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] e1cc757ffe5aebca03d53bef60309fcf3ec06260 3904 3903 2019-01-25T06:15:31Z Manc 1 /* Odamex 0.7.0 */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 6b72c2c3452f1c7d3c21f5e248dbbec60eb885d2 3903 3902 2019-01-25T06:14:54Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === Changes === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 324bf13baa4fa0f5170de9a7564c5564eb6af50e 3902 3895 2019-01-25T06:14:36Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === [[Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 5e75a6bb39c2777cf0db6ac71fa3a2c7c69a0634 3895 3797 2019-01-22T13:08:41Z Ralphis 3 Added 0.8. Will give it another pass and maybe cleanup after release wikitext text/x-wiki = Odamex 0.8.X Series = == Odamex 0.8.0 == Odamex 0.8.0 was released on January 22, 2018. General/Major: - SDL2 Support - Video Abstraction - Moved from SVN to GitHub - Automatic crash dump generated on Windows for client and server - AppVeyor build support - Replace deprecated Mac API - Numerous optimizations and bug fixes - Many crashes are now fixed - Optimizations to iwad identification - Optimizations to wad downloading Bug-Fixes - Fix screenshots - Draw the crosshair last, prevents it from being covered up by weapons - Fix weapon bob issues - Tweaked automap drawing and text printing - Fix railguns activating hitscan triggered line specials. We want to remain consistent with ZDoom - Fix "bumpgamma" cmd in 32bpp color mode - Odalaunch optimization - Fixed a bug regarding 2-key SR50. (Thanks to RjY!) - co_globalsound makes player pickup sounds global for all players - Fixed bouncing as flying spectator - Fix mouse movement issues with shorttics - Numerous vanilla demo recording fixes and improvements - Fixed issue with player colors. Improvements to forced player colors - Non-qwerty keyboards should now function correctly; other keyboard corrections and fixes - Spy mode now displays keys people have on COOP mode Changes: - r_drawplayersprites is now a ranged cvar, 0 to 1 with 0.1 increments. Allows for semi-transparent HUD weapon - co_boomlinecheck and co_boomsectortouch are merged together and are now co_boomphys - Merge co_zdoomswitches and co_zdoomsoundcurve into co_zdoomsound - Merge co_fixzerotags into co_zdoomphys - Remove co_level8soundfeature. If co_zdoomsound is on or it's a multiplayer non-coop game, do not use it - Remove r_detail as it is replaced by vid_320x200 and vid_640x400 - Remove the client cvar vid_winscale as it isn't implemented in Odamex or ZDoom - Remove the (unused) client CVAR vid_defbits - Remove 'Odamex' mouse type as it has not been an available option for a few years and renumber the 'ZDoom' mouse type from 2 to 1. Clients' configs are automatically updated - Remove the cvar sv_speedhackfix because it has never worked as intended and having it as an option for server admins is a liability - Remove the cvar sv_antiwallhack because it has never worked as intended and having it as an option for server admins is a liability - Remove unused cvar sv_maxlives - New color options for text messages in the display menu. - Reimplement server CVAR sv_emptyfreeze (disabled by default) - Remove mouse_driver CVAR. Raw mouse input is always used in SDL2 - Removed classic Doom CTF status bar - Various improvements on game consoles - snd_samplerate is now default 44100, but can be changed as low as 22050. Additions: - Add cvars vid_320x200 and vid_640x400, which create 320x200 and 640x400 drawing surfaces and stretches them to the entire window to emulate vanilla Doom rendering - New console code. Color translate the CONCHARS font red when loading so that color translation can be performed - Add the -longtics command line parameter which can be used in conjunction with the -record parameter to record a LMP demo using the extended longtics format (16-bit yaw values). This behaves identically to the existing 'recordlongtics' console command - Add the -shorttics command line parameter to quantize the yaw to 8 bits like a classic vanilla LMP demo. This can be used while not recording, though when recording, the recording parameters will take precedence (eg, recordlongtics console command will cause -shorttics to be ignored) - Send CTF score updates to downloading clients - Add a client debugging CVAR cl_forcedownload, which will force the client to download the last WAD file in the server's WAD list when connecting to a server even if the client already has that WAD file. Requires developer 1 and does not save to odamex.cfg - New iwad detection of Freedoom 0.9, Freedoom2, FreeDM, and HACX 1.2 - Add cvar sv_dmfarspawn, which causes players in deathmatch mode to be (re)spawned at the farthest deathmatch spot away from all the other players - Add cl_serverdownload to client. Enables/disables wad downloading from server - Add cl_downloaddir to client. Sets a download directory with priority above other directories (Thanks to cSc!) - Add incoming/outgoing network traffic in cl_netgraph - Respect nojump/freelook MAPINFO commands. - Replace medikit icon with berserk icon on ZDoom HUD, if it is picked up - Add another option to cl_predictsectors. Value of "2" will only predict sectors activated by you. = Odamex 0.7.X Series = == Odamex 0.7.0 == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 00560ab199d4ee00a5f34f8f0b7521569a521bb4 3797 3796 2014-03-28T00:52:21Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.7.X Series = == Odamex 0.7.0 == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 27, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 5da9f200b7aa2a03e05e40af630979a073886f17 3796 3795 2014-03-28T00:51:43Z Manc 1 /* Changes */ wikitext text/x-wiki = Odamex 0.7.X Series = == Odamex 0.7.0 == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 24, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. -Updated Announcer -Added cl_autoscreenshot: takes a screenshot at every intermission = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 55a8422ec77aa06c6b27b7a028b42ee6105db8de 3795 3794 2014-03-28T00:14:13Z Manc 1 wikitext text/x-wiki = Odamex 0.7.X Series = == Odamex 0.7.0 == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 24, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 32227e9a416351896647f6a9d15ff20830332126 3794 3762 2014-03-28T00:13:45Z Manc 1 wikitext text/x-wiki = Odamex 0.7.X Series = == Odamex 0.7.0 (r4703) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.7.0 was released on March 24, 2014. -Fix a crash that occurred when WAD files are loaded during the screen-wipe and the "burn" screen-wipe type is selected. -r_forceenemycolor and r_forceteamcolor cvars no longer have an effect for spectators since spectators are not considered members of a team. -Fix a bug that created a shaking-effect if step-mode debugging was used with frame-rates > 35. -Fix a bug that prevented the user from binding controls to mouse buttons from the options menu. -Fix a crash that would occur if the operating system could not resolve the local host's IP address. -Add cvar co_fixzerotags (disabled by default) to allow improperly tagged linedef specials (tag 0) to only affect the sector on the backside of the linedef. This prevents a ZDoom 1.22 bug that would affect adjoining sectors if the linedef special was triggered multiple times in a row. -Fix being able to find registry keys for IWADs on 64-bit versions of Windows. -Add color selection widgets to the display options menu for the cvars r_enemycolor and r_teamcolor. -Add hud_crosshaircolor cvar to change the color of the crosshair and add a color selection widget to the display options menu. -Clamp the range of the rate cvar for specifying the client's desired bandwidth. This prevents integer overflows if the user attempted to set the cvar to an extremely large value. The current range is from 7.0 to 2000.0. -Fix a bug that dropped the flag at the map location (0, 0) if a player that was carrying the flag became a spectator. -The pause key can now be used to pause a netdemo. -Fix issues with server information not reaching launchers for certain servers due to oversized launcher response packets. -Fix a bug that changed to the wrong weapon when the player attemped to change to weapon slot 3 while jumping. -Fix crash that could occur when loading WAD files while a LMP demo is playing. -Improved the speed of querying servers in OdaLauncher. -Add kill/death ratio to server information in OdaLauncher. -Add server search functionality in OdaLauncher. -Add support for up to 65535 vertices in a map. -Add support for up more than 65536 segs, subsectors and nodes in a map. -Add support for the XNOD uncompressed ZDBSP extended node format. -Fix a bug that causes the server to mis-identify DOOM1.WAD. -Improve the identification of FreeDoom WAD files. -Absolute paths are no longer necessary to specify to play a netdemo with the "netplay" console command if the netdemo is located in the default directory. The .odd file extension will also be automatically supplied if a user omits it. -Remove the skin option from the player setup menu since skins have not been implemented and the option appearing in the menu leads to confusion. -Make cheat codes case-insensitive. -Fix a crash displaying the FreeDoom CREDIT patch. -Fix toggling of latched cvars with the "toggle" client command. -sv_gravity cvar and gravity changes in ACS now affect vanilla Doom physics (co_zdoomphys = 0). -sv_splashfactor cvar now affects explosions with vanilla Doom physics (co_zdoomphys = 0). -Fix sound effect attenuation on level 8 (co_level8soundfeature = 1) for both vanilla and ZDoom attenuation models (co_zdoomsoundcurve = 0 / 1). -Remove snd_timeout cvar (unused). -Fix sound effects cutting off incorrectly. This was particularly noticeable firing the plasma rifle. -Only one CTF announcer sound will play at a time per team. -Fix issues loading WAD files with filename extensions that were not all lowercase via the "wad" console command or a maplist. -Fix the handling of raw lump files. -Allow the use of the "kill" console command when playing coop (if sv_keepkeys cvar is disabled). -Spectators no longer cycle back to their own POV with the "spyprev"/"spynext" console commands. Instead, spectators can get back to their own POV with the "spectate" console command. -Screenshots are now in PNG format. -Fix a crash that could occur if the map changes while there are sectors moving. -Added 32-bit color rendering mode, set with the cvar vid_32bpp. -Added SIMD optimizations for capable CPUs to increase the framerate in 32-bit color mode, controlled by the r_optimize cvar (enabled by default). -Rendering engine rewritten for greatly increased visual accuracy. -Fixes many rendering-related bugs such as sector height overflows, long linedefs appearing to jiggle, linedefs perpendicular to the screen appearing to jump. = Odamex 0.6.X Series = == Odamex 0.6.4 (rxxxx) == == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] cde80bedec59cc973d001190ccc277426ac12a2a 3762 3664 2013-04-26T14:25:56Z HeX9109 64 /* Odamex 0.6.X Series */ Added 0.6.3 temp version and created a stub for 0.6.2 wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.3 (r3801) == === [[Odamex063_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.3 was released on April 25th, 2013. + Added: Add horizontal and vertical texture scaling factors to allow for high-resolution wall textures (ZDoom 1.23b33 compatible). + Added: Maps can have up to 64k sidedefs to support very large maps like Deus Veult MAP05). + Added: cvar co_fineautoaim to make autoaim more consistent at medium and far distances. + Added: Various inventory-based ACS functions from ZDoom 1.23. + Iwads with alternative hashes can now connect to servers that allow the hash. Current exceptions include Ultimate Doom and Doom 2 from Doom 3: BFG Edition and FreeDoom. * Fixed a PWO bug that would switch to the wrong weapon if the player was already in the process of switching to a more preferred weapon when touching a less preferred weapon. * Fixed a visual issue that made animated sprites appear to jiggle. * Fixed: Sounds could not be heard from across the map due to ancient CSDoom sound handling. * Numerous fixes and changes to co_zdoomphys and co_realactor height to bring their behavior in line with ZDoom 1.23b33. * Fixed a rare bug where the flag can be misplaced outside the map when dropped. * Faster searching for WAD resources. * Added: The player can now keep their weapons in co-op if the next map is part of the same wad. * Fixed: The orientation of rotated textures on slopes. * Fixed: A consoleplayer's color could be the same as r_enemycolor if r_forceteamcolor was not set and did not update the player sprite colors when a player changed teams. * Fixed: Some items at the edge of the map could not be picked up by players if co_blockmapfix is enabled. + Added: messagemode2 (team chat) is now bound to the Y key by default. * Fixed: Users' cvar preferences are no longer permanently changed by the servers they connect to. * Fixed: Client desyncs would occur if a player was flying as a spectator and join the game. * Fixed: A spectator could fly in any vanilla-physics server. * 320x200 and 640x400 are no longer subjected to 4:3 aspect ratio correction. * Fixed a crash that occasionally could occur when a player is downloading from the server. + Added: The automap now follows the player who is being spied on. * Fixed a texture offset issue found in WADs made with buggy nodebuilders. + Users can now choose between Vanilla (0) and ZDoom (1) gamma adjustment via vid_gammatype (Vanilla default). * Vanilla gamma now extends to level 8.0 with intermediate values possible. + Shareware DOOM (doom1.wad) can now be downloaded from servers within Odamex. * Fixed: r_detail broke with the implementation of widescreen. * Prevent the console from hiding when the built-in demo loop plays. * Update the ANIMDEFS and ANIMATED loaders to ZDoom 1.23b33's. * Fixed: TITLEPICS and HELP pics were previously stretched. They now display in 4:3 letterboxed. * Fixed a bug that caused a player to be telefragged by spawning players even though other spawn points are clear. * Fixed: The PortMidi volume curve now has the same response as SDL_Mixer. + Added support for ZDoom sector special 115 - InstaKill * Fixed: Buttons held down when messagemode was enabled would get stuck until messagemode was turned off. * Fixed: Some long sound effects would cause the client to crash. + Added a cvar sv_maxunlagtime that caps the latency used with backwards reconciliation. Default 1.0. * sv_unblockplayers now prevents telefragging as well. + Added: Users can privately message other players with the say_to command. Use ccmd PLAYERS to get the player number. + Added: Users can mute spectators or enemy players with mute_spectators & mute_enemy cvars. + Added: A countdown proceding a map restart. + Added a slider for cl_prednudge in the network options menu. The default value is also now 0.7. * Updated Compatibility Options menu with newer compatibility flags. * Fixed: Odamex would freeze if a user attempted to record a demo into a non-existent directory. + Remove the server cvar co_zdoomspawndelay and replace it sv_spawndelaytime, which be set to 0 for instant spawning or 1 for a one second delay. + All gameplay cvars are now latched and need a map restart to activate. == Odamex 0.6.2 (r3529) == === [[Odamex062_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.2 was released on December 15th, 2012. == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 6bca0b33a625af4d9cf796f1dbdc5ee44ff1f16f 3664 3662 2012-07-05T04:54:05Z Ralphis 3 /* Odamex 0.6.X Series */ wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. * Addition of server lock, spectator, and team color icons in ag-odalaunch. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 35649feb5d35cd911afb8cb5742b35c8b28857da 3662 3652 2012-07-05T04:36:57Z Ralphis 3 /* Odamex 0.6.X Series */ wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.1 (r3309) == === [[Odamex061_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.1 was released on July 4th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Console optimizations. Includes a fix for aliases that contain parameters. * New '''co_blockmapfix''' variable that fixes hit-scan collision on actors that overlap more than one blockmap. This is useful due to vanilla Doom having a bug that had some shots appear to hit but do not do the damage they are intended to. * Added several ZDoom 1.23 actors, notably thing thrusters. * The vanilla disk loading icon now displays when the in-game cache is being updated. Odamex Client Changes: * Renderer improvements. * Added the allowing of arbitrary window sizes, as well as fixed a bug for the maximized non-fullscreen windows being cut off the bottom. * A variety of spectator fixes and enhancements. * New voice announcer system. * Force enemy colors with '''r_forceenemycolor''' and color with '''r_enemycolor''' variables. * Force team colors with '''r_forceteamcolor''' and color with '''r_teamcolor''' variables. * Addition of '''turnspeeds''' command. * Associating .odd files with the Odamex client will now load Odamex and automatically play the demo. * Alt + F4 and closing the client via the window "X" no longer brings up the quit game prompt, it simple closes the client. Odamex Server Changes: * Added '''sv_maxplayersperteam'''. Odamex Launcher Changes: * You can now right-click a server in Odalaunch to get a server's IP. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/ File List for 0.6.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-osx-0.6.1.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-win32-0.6.1.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.1/odamex-src-0.6.1.tar.bz2 Source Code] == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] e1c3a0da39f8991bef4d9b09cc94614f0b79664e 3652 3651 2012-05-12T05:11:13Z Ralphis 3 Added 0.6 rev number and download links wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.0 (r3177) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 was released on May 12th, 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/ File List for 0.6.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-osx-0.6.0.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-win32-0.6.0.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.6.0/odamex-src-0.6.0.tar.bz2 Source Code] = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 79a6cfffcce37c8ed393a3878204e3d633f342a1 3651 3650 2012-05-10T19:30:05Z Ralphis 3 /* [[Odamex06_Changelog|Changes]] */ wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.0 (r31XX) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 is scheduled to be released in May 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * Coming Soon = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] a2ef1282785448ecc1ef7c3d24c010a0f62f794a 3650 3578 2012-05-10T19:27:55Z Ralphis 3 Most notable 0.6 changes wikitext text/x-wiki = Odamex 0.6.X Series = == Odamex 0.6.0 (r31XX) == === [[Odamex06_Changelog|Changes]] === ''View full changelog above for more a more in-depth look.'' Odamex 0.6.0 is scheduled to be released in May 2012. General Odamex Changes: * General bug fixes and code optimizations. * Addition of GPL Compatible slopes. * Addition of [[ready]] command for clients, which turns their names green on the scoreboard to indicate they want to play. Usually used in organized team games with the random captain and random pickup votes. * Addition of Preferred Weapon Order (PWO). Servers must enable [[sv_allowpwo]]. In the menu, clients can modify the order in which they prioritize their weapons to determine whether to switch or keep the current weapon up when running over a weapon on the ground. * Brand new [[voting]] system. Includes built-in GUI. * Further improved ZDoom Physics accuracy when using [[co_zdoomphys]]. * Support for a number of additional ZDoom line specials and mapping tricks. This list includes, but is not limited to, horizon lines, line-activated thing thrusters, and transfer heights tricks. * Restored particle fountains, sparks, and the railgun. * Added support for the ZDoom 1.23 LANGUAGE lump string abstraction (GStrings). * Updated the ACS interpreter to ZDoom 1.23. * Launcher queries and player connections are now allowed during intermission. Odamex Client Changes: * Brand new music playback system. New '''portmidi''' music library allows Windows Vista/7 users to play back midi music probably. * Brand new netdemo format. Players can begin and end recording at any time during a game by using the [[netrecord]] and [[stopnetdemo]] commands. When playing back a demo using the [[netplay]] command, players can fast forward, rewind, and pause using the arrow keys and space bar. Includes built-in GUI. * Option to auto-record and split netdemos between each round using the [[cl_autorecord]] and [[cl_splitnetdemos]] variables. * Brand new Odamex full screen HUD. Enabled by default, uses the [[hud_fullhudtype]] cvar. * Brand new scoreboards for all game modes. Can be scaled to varying degrees through the display options menu. * New mouse options and default settings. New ZDoom mouse type. * Numerous new network options, which can be accessed through the Network Options menu. * Progress bar for wads currently being downloaded. * Enhanced text scaling. Can be accessed through the display options menu or by using the [[hud_scaletext]] variable. * Addition of [[cl_movebob]] command, which scales movement and weapon bobbing between 0.0 and 1.0. * Ability to scale the volume of game alert sounds in Capture the Flag games. Odamex Server Changes: * Changed defaults of variables that were formally experimental such as [[sv_ticbuffer]] and [[sv_unlag]]. * Server can now control the total time of an intermission. * Changed the behavior of [[sv_friendlyfire]] to not remove armor from teammates when turned off. * Addition of [[sv_allowmovebob]], which determines if clients can modify their on screen movebob or not. * Prevent clients from using blank names on servers. Odamex Launcher Changes: * Added high resolution icons. * Added support for wxWidgets 2.9. * Visual improvements. === Downloads === * Coming Soon = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 5ece096aff362995a1e2d4531b91d0b946629c88 3578 3576 2011-11-05T16:28:49Z Ralphis 3 /* Changes */ wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. * Mac OSX clients will now show a descriptive dialogue when Odamex quits due to an error. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] b84e8c7a7503e0aa7799491ea834736393378695 3576 3575 2011-11-05T04:10:48Z Ralphis 3 Add 0.5.6 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.6 (r2582) == === Changes === Odamex 0.5.6 was released on November 5th, 2011. General Odamex Changes: * Fixed a bug that disconnected players immediately from a busy server. * Fixed a bug that caused jerky movement when players went over a tall ledge. Odamex Client Changes: * Fixed a bug preventing netdemos from playing if a single player game or vanilla demo had been started. * Changed the default value of con_scrlock to enabled, which allows the console to be scrolled up without new console messages forcing the text to be scrolled to the bottom again. * Fixed a small cosmetic issue with the alignment of sky textures taller than 200 pixels. * Prevent autoaim from aiming at teams in CTF or Team DM games. * Changed spectator chat to use the new team chat indicator sound. * Added [[cl_updaterate]] (default: 2) to allow clients to specify how often they wish to receive updates of the positions of other players in the game. The default value of 2 implies the client would like to be updated every other tic, or 35 / 2 times a second. A value of 1 implies the client would like to be updated every tic, or 35 times a second. Odamex Server Changes: * Added [[sv_ticbuffer]] (disabled by default). Enabling sv_ticbuffer on the server will place incoming ticcmds into a buffer and process one ticcmd per gametic for each player instead of processing all the player's incoming ticcmds. The result is that the player's movement will skip less and appear "smoother" when there is network jitter. * Added [[co_nosilentspawns]] (default: disabled) to provide an option to control Odamex's emulation of an original Doom bug which had the effect of not placing a spawn fog (and its accompanying noise) in front of a west-facing player as they spawn. Enabling co_nosilentspawns places the spawn fog in the proper location. Odamex Launcher Changes: * Fixed an issue where certain servers would not show in the launcher application. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/ File List for 0.5.6] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-osx-0.5.6.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-win32-0.5.6.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.6/odamex-src-0.5.6.tar.bz2 Source Code] == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[help]] console command for both server and client. * Added [[rcon_logout]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[r_painintensity]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[hud_crosshairhealth]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[co_fixweaponimpacts]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[sv_forcerespawn]] and [[sv_forcerespawntimer]] for server controlled respawn times. * Addition of [[sv_allowredscreen]]. When enabled, clients can modify their pain screens from default values. * [[sv_maxrate]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[sv_waddownloadcap]] can be used to throttle downloads to a specified rate. Defaults to [[sv_maxrate]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-osx-0.5.5.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 7b16c15c6794f48fd6d5b2fa0c511c2aee4ab592 3575 3574 2011-10-29T21:41:33Z Ralphis 3 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[[help]]] console command for both server and client. * Added [[[rcon_logout]]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[[r_painintensity]]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[[hud_crosshairhealth]]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[[co_fixweaponimpacts]]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[[sv_forcerespawn]]] and [[[sv_forcerespawntimer]]] for server controlled respawn times. * Addition of [[[sv_allowredscreen]]]. When enabled, clients can modify their pain screens from default values. * [[[sv_maxrate]]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[[sv_waddownloadcap]]] can be used to throttle downloads to a specified rate. Defaults to [[[sv_maxrate]]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * Mac OSX Binaries - Soon * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New [[cl_nobob]] and [[sv_allownobob]] variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar [[snd_nomusic]]. * New cvar [[r_skypalette]] allows vanilla behavior with invulnerability sphere. * Changed [[r_detail]] cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * [[co_zdoomphys]] now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve using [[co_zdoomsoundcurve]]. * Begin removal of -config parameter support in favor of +exec. * Changed [[ctf_flagtimeout]] to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had [[sv_waddownload]] disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for [[co_zdoomphys]] since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * [[Co_boomlinecheck]]. Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. * [[Co_realactorheight]] has been restored with EE's P_ThingInfoHeight. Off by default. * Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. * Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with [[sv_upnp]]. * Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. * Added [[co_zdoomswitches]] to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite [[sv_itemsrespawn]] being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. * [[Co_zdoomphys]] is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. * Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * [[Co_zdoomphys]] will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using [[sv_fragexitswitch]]. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 5df598412d8435a625f11377c06509d53ee8b7ed 3574 3529 2011-10-29T21:37:53Z Ralphis 3 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.5 (r2549) == === Changes === Odamex 0.5.5 was released on October 29th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Improved Zdoom compatibility. * A number of desync fixes including weapon pickups, projectile explosions, and barrels not always disappearing. * Dramatically improved in-game wad downloading speeds. * New [[[help]]] console command for both server and client. * Added [[[rcon_logout]]] command for clients. * Fixed an issue that caused servers with a timelimit making client netdemos incredibly large. Odamex Client Changes: * Fixed a critical crash caused by sounds being played during in-game wad downloading * Addition of a Network Options menu * Many sound improvements, including better channel management * Alternate chat sound for team & spectator chat * Addition of [[[r_painintensity]]]. This variable allows clients to modify their red pain screen where servers allow it. * Addition of [[[hud_crosshairhealth]]]. This variable colors the crosshair relative to the player's overall health value. * Screenshots taken at arbitrary resolutions are no longer skewed. * Clients now have a 128 character limit on chat strings. Odamex Server Changes: * Addition of [[[co_fixweaponimpacts]]]. When enabled, puffs, explosions, etc. will appear where expected on surfaces. * Addition of [[[sv_forcerespawn]]] and [[[sv_forcerespawntimer]]] for server controlled respawn times. * Addition of [[[sv_allowredscreen]]]. When enabled, clients can modify their pain screens from default values. * [[[sv_maxrate]]] value changed to be in terms of kbps. '''SERVER ADMINS PLEASE MAKE NECESSARY CHANGES'''. * New cvar [[[sv_waddownloadcap]]] can be used to throttle downloads to a specified rate. Defaults to [[[sv_maxrate]]] value. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/ File List for 0.5.5] * Mac OSX Binaries - Soon * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-win32-0.5.5.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.5/odamex-src-0.5.5.tar.bz2 Source Code] == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New cl_nobob and sv_allownobob variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar (snd_nomusic). * New cvar r_skypalette allows vanilla behavior with invulnerability sphere. * Changed r_detail cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * co_zdoomphys now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve (co_zdoomsoundcurve). * Begin removal of -config parameter support in favor of +exec. * Changed ctf_flagtimeout to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-osx-0.5.4.dmg Mac OSX Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 90b9d42c7c07416e363382c08db1c72db3998171 3529 3503 2011-08-10T03:17:40Z Ralphis 3 add 0.5.4 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.4 (r2430) == === Changes === Odamex 0.5.4 was released on August 9th, 2011. General Odamex Changes: * General bug fixes and code optimizations. * Experimental Net Demos. * Experimental Unlagged. * Improved Zdoom compatibility. * Fix death cam bug from 0.5.3. * New cl_nobob and sv_allownobob variables to allow weapon bob toggle. * Apply Eternity's "west-facing spawns are silent" vanilla bug. Odamex Client Changes: * Mouse4/Mouse5 back button support. * Fix CTF ghost flags. * Fix CTF sound origin. * Scoreboard improvements. * Ability to turn off music system through sound menu/cvar (snd_nomusic). * New cvar r_skypalette allows vanilla behavior with invulnerability sphere. * Changed r_detail cvar default to 0. Odamex Server Changes: * Fixed a crash that occured on some clients when downloading wads due to oversided packets. * co_zdoomphys now also enables two way wallrunning. * Optional use of the ZDoom Sound Curve (co_zdoomsoundcurve). * Begin removal of -config parameter support in favor of +exec. * Changed ctf_flagtimeout to seconds instead of tics, with a default of 10. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/ File List for 0.5.4] * Mac OSX Binaries - Soon * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.zip Windows Binaries] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-win32-0.5.4.exe Windows Installer] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.4/odamex-src-0.5.4.tar.bz2 Source Code] == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 25fe7d7af8d00510f0044a9c2cba6c5480a3068a 3503 3502 2011-06-24T20:20:47Z Manc 1 /* Odamex 0.5.X Series */ wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === * Emulate vanilla Doom bug: respawning cube-spawned monsters at map location (0, 0). This should fix desync of 30nm4048.lmp * Restored dead player's view following the actor who killed them. === Bug Fixes === * Sometimes players would make a death scream when switching to spectate. Fixed. * Some video modes were duplicated under video mode options. Fixed. * Fixed a crash that would occur when a client attempts to download a wad when the server had sv_waddownload disabled. * Fixed trash information spamming the console when launching odamex from odalaunch under linux. * Players would play the 'oomph' sound when they landed from jumping in place. Since this is probably vanilla behavior, this was edited for co_zdoomphys since it was particularly noticeable and annoying for CTF. * Player death scream wouldn't be audible if the player respawned instantaneously. Fixed. * Fixed issues with rightalt, rightctrl, and rightshift showing up as numbers. * Reuse any thinker for a particular sector when opening a door like vanilla Doom. This fixes the demo desync with ep1-0500.lmp. * Vanilla demos were parsing the demo type incorrectly, so altdeath demos would run in normal deathmatch. Fixed. * Display names should only target living players. Fixed. * -fork would crash. Fixed. === Notables === ''None'' === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 2b4c930c245bfd04e5e9e1e708d705c06370f9d8 3502 3501 2011-06-24T20:18:09Z Manc 1 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.3 (r2284) == Odamex 0.5.3 was released on June 24th, 2011. === Features === === Bug Fixes === === Notables === === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/ File List for 0.5.3] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.3/Odamex-OSX-0.5.3.dmg Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.zip Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-win32-0.5.3.exe Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.3/odamex-src-0.5.3.tar.bz2 Source Code] == Odamex 0.5.2 (r2241) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 91ad75f2970ecd348d1244e44d59a5000f900f74 3501 3500 2011-06-15T03:59:00Z HeX9109 64 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.2 (r2237) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/ File List for 0.5.2] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.2/Odamex-OSX-0.5.2.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-win32-0.5.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.2/odamex-src-0.5.2.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/ File List for 0.5.1] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.1/Odamex-OSX-0.5.1.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-win32-0.5.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.1/odamex-src-0.5.1.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/ File List for 0.5.0] * [http://sourceforge.net/projects/odamex/files/Odamex/0.5.0/Odamex-OSX-0.5.0.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-win32-0.5.0.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.5.0/odamex-src-0.5.0.tar.bz2?use_mirror=voxel Source Code] = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 0f3fd01aba18d4587a150f89e1be96aade2495e8 3500 3499 2011-06-15T03:52:36Z HeX9109 64 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.2 (r2237) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * Co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *Co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * Screenshots broke in 0.5.1 due to the directx transition. Fixed. * Ag-odalaunch could not handle paths that had spaces in them on Xbox. Fixed. * Items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 9f097aa34931a7a7e868508889fc9f35fa92ab80 3499 3498 2011-06-15T03:44:08Z HeX9109 64 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.2 (r2237) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * screenshots broke in 0.5.1 due to the directx transition. Fixed. * ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed. * items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === Downloads === == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] a4847b32405b3a943d64fdcc8456fd3820987ea0 3498 3497 2011-06-15T03:43:51Z HeX9109 64 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.2 (r2237) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * screenshots broke in 0.5.1 due to the directx transition. Fixed. * ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed. * items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. === downloads === == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] a3ed27acc388a241c10b096c0e3750fec75f5167 3497 3495 2011-06-15T03:42:00Z HeX9109 64 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.2 (r2237) == Odamex 0.5.2 was released on June 14th, 2011. === Features === * Much of the code is now shared between client and server. It is much more manageable and less desync prone * Platforms are now much better optimized * co_boomlinecheck- Off by default, allows additional silent BFG tricks and the "oomph" sound on two-sided lines. * The Hexen map format is now supported for experimental ZDoom compatibility. Several ZDoom 1.22 things work now, including zdoom water, gravity, physics, PIT_RadiusAttack (for rocket jumping), aircontrol, friction, bridge things, ambient sounds, and the earthquake. *co_realactorheight has been restored with EE's P_ThingInfoHeight. Off by default. *Restored the original vanilla coop scoreboard. Uses the original player colors as well until we can get square coloring to work. It will show up if you are connected to a server with maxplayers < 5. *Added UPnP. Automatically opens up the port on a UPnP compliant router. Toggled on server start with sv_upnp *Added -fork to control the PIDfile of a server. Defaults to doomsv.pid. *Added co_zdoomswitches to flip between vanilla behavior (0) and a more advanced behavior whereby "switch sounds attenuate with distance like platforms and doors." === Bug Fixes === * screenshots broke in 0.5.1 due to the directx transition. Fixed. * ag-odalaunch could not handle paths that had spaces in them on xbox. Fixed. * items did not respawn in co-op despite sv_itemsrespawn being true. Fixed. * Clients could be kicked for exceeding "netids" due to there being many projectiles. Not exactly fixed, but it should no longer kick clients. * Several vanilla demo desyncs are fixed. * Weapon changing desyncs are fixed. * Sometimes you would see the flag while you carried it. Fixed. * 320x200, 320x240, and 640x400 have been restored. Make sure to use r_detail 1 for them. * Fix crashing when transitioning intermission > next level with certain pwads (occurs with gcc optimizations). * Clients could be kicked with "szp pointer was NULL," randomly in games with many players. * The CTF HUD display broke in 0.5.1. Fixed. * Projectile sounds (Player and Monster) would play multiple times online. Fixed. * Fixed the wrong light levels on some orthogonal linedefs. * The marine death animation played too fast online. Fixed. * Doors would play multiple sounds online. Fixed. Also Emulation of vanilla Doom bug where closing a blazing-door plays sounds twice in a row and blazing-door will play the slow-door's sound when it re-opens has been fixed. === Notables === * Xbox chat macros have been modifed. See README.Xbox. *Co_zdoomphys is off by default. Remember, Odamex aims for Vanilla compatibility and mechanics. *Gravity defaults to 800 on ZDoom maps, same as ZDoom default. * Co_zdoomphys will always be 0 when playing back vanilla demos. == downloads === == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 31927806caf6ea8dee5fd95d21d313d23bb3bc3a 3495 3494 2010-12-11T23:02:05Z Ralphis 3 wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 741b6ffb66bb142c0ef82128837c6934b8cf6668 3494 3491 2010-12-11T23:00:54Z Ralphis 3 /* Odamex 0.5.0 (r####) */ wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.1 (r2038) == Odamex 0.5.1 was released on December 10th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support. * More centralizing of the game state code into the common base * Non-infinite height actors (z-height) now function. * Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms. Odamex Client Changes: * Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it. * Support for resolutions up to 2048x1536. * Improved prediction when moving up/down stairs and similar sectors. * Player color sliders in the menu now move much faster when holding down a direction. Odamex Server Changes: * Fixed bug where downloading clients were considered in-game. * Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch. Odamex Xbox Changes: * Chat macro support * Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox's. * Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly) * The launcher loads Odamex properly when it uses a long path name * odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the <game> tag * Various other bug fixes === Downloads === * Coming Soon! == Odamex 0.5.0 (r1793) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] be01b38f0dca6cac713917aafff452fcb37419eb 3491 3489 2010-08-25T00:33:24Z Ralphis 3 /* Changes */ wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.0 (r####) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * Dozens of bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] f167371bec25a6ece3c7de1dbda59f31dde0e8d5 3489 3488 2010-08-25T00:12:55Z Ralphis 3 /* Changes */ logfile is a cmd, not a cvar wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.0 (r####) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] ccmd reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 57f873e4ac299026fff006d0067f58e22451acab 3488 3487 2010-08-24T06:16:41Z Ralphis 3 Fix some cvar names wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.0 (r####) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] cvar reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[:Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[sv_gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[sv_shufflemaplist]] cvar is implemented. * [[sv_doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[sv_emptyreset]]" CVAR works correctly again * New "[[sv_flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 90e623cf3b6dad55d033b693afa0bd9b9e84c7d9 3487 3486 2010-08-24T06:10:48Z Ralphis 3 /* Changes */ wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.0 (r####) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] cvar reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[Category:Server_variables|server variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 8a447c304f5193d24b5c2e9d0ff76dae75a134e7 3486 3373 2010-08-24T06:09:50Z Ralphis 3 0.5 prep wikitext text/x-wiki = Odamex 0.5.X Series = == Odamex 0.5.0 (r####) == Odamex 0.5.0 should be officially released on August 24th, 2010. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved netcode for large games and coop. * Improved weapon/item desync issues. * Improved Odamex protocol. * [[logfile]] cvar reimplemented and improved. Servers now log at start up by default. * Added new console command [[waddirs]]. This command, when set by users, will allow odamex to search any directories listed for iwads and pwads. * Boom editing features are now fully supported. * Chex Quest now recognized as an iwad. It will automatically load chex.deh along with chex.wad if it is found. * Removal of gold team support. Odamex will eventually move towards dynamic team settings. Odamex Client Changes: * New reorganized, scrollable menus. * Fix saving/loading for single player games. * Allow resolutions to be set manually when "[[autoadjust_video_settings]]" cvar is disabled. * Addition of Chocolate Doom's Endoom viewer. Toggled with [[r_showendoom]] cvar. * ALT+F4 now brings up the quit screen on windows platforms. Odamex Server Changes: * Most server cvars are now preceded by a sv_* prefix. For more information, visit [[server variables|Category:Server_variables]]. * A new cvar, [[sv_motd]], which will display a "Message of the Day" to any connecting clients. * Changed cvar [[co_level8soundfeature]] to be under server control. Odamex Launcher Changes: * Improved GUI. * New graphical ping indicators. * New server detail window which shows server version, revision, and settings. === Downloads === * Coming Soon! = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] edd87ad012981d3589d518b8e5aed82d2e3f7868 3373 3372 2009-12-28T15:40:14Z Ralphis 3 /* Downloads */ Mac OSX link 0.4.4 wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/odamex-osx-0.4.4.dmg/download Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 4ca04b51da63925a493a342563b12bda924ee6b7 3372 3371 2009-12-27T02:08:13Z Ralphis 3 wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * Mac OSX Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] dc057d2e1f608eb802a567e6cdec8975d4f9a305 3371 3370 2009-12-27T02:07:48Z Ralphis 3 Added 0.4.4 release wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.4 (r1352) == Odamex 0.4.4 was officially released on December 25th, 2009. === Changes === General Odamex Changes: * General bug fixes and code optimizations. * Further improved client/server sector desyncs. * Improved dehacked/bex support. * Fixed memory corruption issue that affected Plutonia 2 pwad. Odamex Client Changes: * Spynext works in cooperative once again. * Resolved "No Player # Start" disconnect from servers. * Fixed bug that allowed player to obtain the SSG in Ultimate Doom. * Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer. Odamex Server Changes: * Resolved memory leak issues. * Fixed server crash when using "clearmaplist" on win32 machines * A new cvar, [[sv_unblockplayers]], allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative. * Random item spawns in CTF appear to be corrected with revision 1284. * Cheats should work correctly for clients now when they are enabled server side. Odamex Launcher Changes: * General code optimizations * Increased Mac OSX support === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.4/ File List for 0.4.4] * Mac OSX Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-win32-0.4.4.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.4/odamex-src-0.4.4.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * General bug fixes and code optimizations Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=voxel Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=voxel Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 74fccd95ed360981faa65a57e832b64d27547c4b 3370 3363 2009-12-27T01:12:55Z Ralphis 3 Rewrote 0.4.3 release wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.3 (r1228) == Odamex 0.4.3 was officially released on March 7th, 2009. === Changes === General Odamex Changes: * Improved client/server sector desyncs * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Windowed clients can now be scaled to the next supported resolution by just dragging the window. * Video mode testing has been restored in the options menu. * Player color selection now allows for a wider range of colors to be selected from the menu. * A new cvar, [[co_level8soundfeature]], allows clients to toggle the vanilla doom map08 full volume behavior. * A new cvar, [[snd_samplerate]], now allows clients to change the sound sample output rate. Odamex Server Changes: * [[sv_itemrespawntime]] cvar allows servers to modify the amount of time (in seconds) for items to respawn. * Players no longer retain keys picked up in the previous map in coop. * +map and -warp command line parameters now work on server boot and will override the first map in a maplist. Odamex Launcher Changes: * Team Deathmatch servers reporting incorrectly has been corrected. * Directory browsing has been made more user friendly. === Downloads === * [http://sourceforge.net/projects/odamex/files/Odamex/0.4.3/ File List for 0.4.3] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-osx-0.4.3-r1245.dmg?use_mirror=hivelocity Mac OSX Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.zip?use_mirror=softlayer Windows Binaries] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-win32-0.4.3.exe?use_mirror=iweb Windows Installer] * [http://downloads.sourceforge.net/project/odamex/Odamex/0.4.3/odamex-src-0.4.3.tar.bz2?use_mirror=softlayer Source Code] == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 34616ac00562e3578c53dcb17b6266a2e2dabc57 3363 3358 2008-10-10T03:56:22Z Nes 13 wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. * [[doubleammo]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 865d6ac2ca3ee9183c6ed3fdab1a07dcf24af7b2 3358 3357 2008-10-09T16:08:49Z Ralphis 3 /* Downloads */ woops wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.2] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 8d18c54347f0938f5f2937341e5e0c23b76289c9 3357 3262 2008-10-09T16:07:18Z Ralphis 3 0.4.2 added wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.2 (r1169) == Odamex 0.4.2 was officially released on October 8th, 2008. === Changes === General Odamex Changes: * Manual flag return CTF behavior corrected * Added separate CTF sound channels to prevent CTF sound cancelling * General bug fixes and code optimizations * Wall humping can now be heard again * Silent BFG behavior corrected Odamex Client Changes: * Modified SDL corrects choppy mouse movement for Windows users (thanks to the [http://ioquake3.org ioquake3] project * Game state saving/loading restored from Zdoom 1.22 (was stripped in csDoom 0.6.2) * Players who join a server during a game are properly displayed as spectators Odamex Server Changes: * [[Gametype]] cvar replaces deathmatch, teamplay, and usectf cvars. * [[sv_teamspawns]] cvar is implemented, allowing for DM on maps with only team starts or random spawns in team modes. * [[shufflemaplist]] cvar is implemented. === Downloads === * [http://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=631813 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.2.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.2.tar.bz2?modtime=1223492102&big_mirror=0 Source Code] == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 6785e465ad75de2dbf6f1806ee29534c6c2b4751 3262 3259 2008-08-03T16:38:00Z Ralphis 3 0.4.1 date corrected and downloads added wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 3rd, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=617533 File List for 0.4.1] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.zip?use_mirror=voxel Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.1.exe?use_mirror=voxel Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.1.tar.bz2?modtime=1217760636&big_mirror=0 Source Code] == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 37e6c73542a0842f1eed74673cfd5a0f0cff0783 3259 3258 2008-08-03T14:52:47Z Ralphis 3 Added command link for Connect notifications wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 1st, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications ([[cl_connectalert]]) * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * Coming Shortly == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 2bb6ad59c84b55aa5dfb883b31d1f4b3c5fc2b33 3258 3257 2008-08-02T02:59:52Z Ralphis 3 alphabetized Russ's addition wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 1st, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Passworded server support * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * Coming Shortly == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 72048f3d999849a1814d3c5e3ca532a9f2041c25 3257 3255 2008-08-01T11:02:17Z Russell 4 wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 1st, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Wad Downloading Fixed * Passworded server support Odamex Client Changes: * Client joined/left notifications * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * Coming Shortly == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] a302ec5b58e02f6b9eacb78d159c20fbc1c72688 3255 3254 2008-08-01T10:38:12Z Ralphis 3 /* Changes */ wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 1st, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications * More mouse code improvements * "[[serverinfo]]" console command now outputs current server CVARs neatly Odamex Server Changes: * Autoaim freelook bug fixed * "[[Emptyreset]]" CVAR works correctly again * New "[[flooddelay]]" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * Coming Shortly == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 0803a8cd2e73c3fe8421d5242e91b32d231ef9ec 3254 3225 2008-08-01T10:23:06Z Ralphis 3 0.4.1 added wikitext text/x-wiki = Odamex 0.4.X Series = == Odamex 0.4.1 (r1037) == Odamex 0.4.1 was officially released on August 1st, 2008. === Changes === General Odamex Changes: * Freelook issues resolved * General bug fixes and code optimizations * Improved weapon desyncs * Moving platforms move smoother now * Wad Downloading Fixed Odamex Client Changes: * Client joined/left notifications * More mouse code improvements * "serverinfo" console command now outputs current server CVARs Odamex Server Changes: * Autoaim freelook bug fixed * "Emptyreset" CVAR works correctly again * New "flooddelay" CVAR limits incoming client text by a specified time * Servers now sync CVAR states with clients Odamex Launcher Changes: * Launcher now pulls servers from every specified master address * Minor improvements and fixes === Downloads === * Coming Shortly == Odamex 0.4.0 (r916) == Odamex 0.4.0 was officially released on June 6th, 2008. === Changes === Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing === Downloads === * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 974a40ed16447e1e920fdff44c20f35268aec770 3225 3223 2008-06-10T16:32:47Z Nes 13 Link maplist to Map List page wikitext text/x-wiki = Odamex 0.4.0 (r916) = Odamex 0.4.0 was officially released on June 6th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New [[Map_List|maplist]] options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 05e6ed4c0a359116779633b06787f5c169e37b7f 3223 3222 2008-06-07T19:17:07Z Ralphis 3 Added downloads for all versions wikitext text/x-wiki = Odamex 0.4.0 (r916) = Odamex 0.4.0 was officially released on June 6th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=604857 File List for 0.4.0] * Mac OS X Binaries (Currently Unavailable) * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.zip?modtime=1212705764&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.4.exe?modtime=1212705743&big_mirror=0 Windows Installer] * [http://downloads.sourceforge.net/odamex/odamex-src-0.4.tar.bz2?modtime=1212706143&big_mirror=0 Source Code] = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=487705 File List for 0.2a] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.2a-2.zip?modtime=1172012137&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.2a-1.tar.bz2?modtime=1171989471&big_mirror=0 Source Code] = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=479618 File List for 0.1a] * [http://downloads.sourceforge.net/odamex/odamex-osx-0.1a-r73.tar.bz2?modtime=1169498045&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/odamex-win32-0.1a.zip?modtime=1169233836&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/odamex-src-0.1a.tar.bz2?modtime=1169156922&big_mirror=0 Source Code] 8312f72fddc438da3c846c3b2a7d3c4577f11e9e 3222 3208 2008-06-06T22:26:03Z Ralphis 3 /* Odamex 0.4 (r916) */ wikitext text/x-wiki = Odamex 0.4 (r916) = Odamex 0.4 was officially released on June 6th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * [[Ban_and_exception_lists|Server banlist support]] * [[Ban_and_exception_lists|Server whitelist support]] Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == Soon = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. 22cdf7002dae685f56c56cd61f6d2fc3970cc118 3208 3191 2008-06-06T15:59:18Z Ralphis 3 /* Odamex 0.4 */ rev/date updated wikitext text/x-wiki = Odamex 0.4 (r916) = Odamex 0.4 was officially released on June 6th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * Server banlist support * Server whitelist support Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == Soon = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. 7a69dc0a43b9ab2590a498393dfe900c57cfc5c7 3191 3166 2008-06-02T19:21:41Z Ralphis 3 /* Odamex 0.4 (r895) */ wikitext text/x-wiki = Odamex 0.4 (r895) = Odamex 0.4 was officially released on June 2nd, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Updated odamex.wad resources, new CTF sprites * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * Server banlist support * Server whitelist support Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == Soon = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. d2675f6b94fd01859a433c7f847b52d65263ec19 3166 3165 2008-05-29T00:09:47Z Ralphis 3 /* Changes */ wikitext text/x-wiki = Odamex 0.4 (r848) = Odamex 0.4 was officially released on May 28th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * Spectator Support * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * Server banlist support * Server whitelist support Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == Soon = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. 3fd0d2ebbdf2bd33ef981f8ecab4dc1d3122fdc0 3165 3151 2008-05-28T23:56:06Z Ralphis 3 Added Odamex 0.4. Locking temporarily wikitext text/x-wiki = Odamex 0.4 (r848) = Odamex 0.4 was officially released on May 28th, 2008. == Changes == Though this changelog hardly represents all changes between 0.3 and 0.4, some of the following changes will be more noticeable to the general user. General Odamex Changes: * New upstream release * General bug fixes and code optimizations * Improved stability * Improved client/server network prediction * Cooperative gameplay improvements * True doom2.exe physics further replicated Odamex Client Changes: * Mouse code improvements * Multiplayer target HUD * New audio code from Chocolate-Doom * Spectator Support * Vastly improved doom2.exe demo playback Odamex Server Changes: * New maplist options for server * Server banlist support Odamex Launcher Changes: * Ability to specify Odamex directory * Multi-threaded server querying * Launcher remembers window size after closing == Downloads == Soon = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. 4c0639ceee0ca55c5819b0c3b51a4c9d6dff116b 3151 3147 2008-05-26T04:51:28Z Ralphis 3 Release dates added wikitext text/x-wiki = Odamex 0.3 (r476) = Odamex 0.3 was officially released on November 4th, 2007. Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = Odamex 0.2a was officially released on February 20th, 2007. = Odamex 0.1a (r33) = Odamex 0.1a was officially released on January 19th, 2007. 07ce8d3bd9721d5ad436e23e45289a55afb74b05 3147 3146 2008-05-24T02:27:29Z Voxel 2 /* Changes since 0.2a */ wikitext text/x-wiki = Odamex 0.3 (r476) = Odamex 0.3 is the first version to remove the alpha status. == Changes == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = = Odamex 0.1a (r33) = 56833f1b11f24ce19f7890272f887cf1a5fcbbb4 3146 3144 2008-05-24T02:26:25Z Voxel 2 /* Changes since 0.2a (r149) */ wikitext text/x-wiki = Odamex 0.3 (r476) = Odamex 0.3 is the first version to remove the alpha status. == Changes since 0.2a == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = = Odamex 0.1a (r33) = 5a26192724cbfa1a6ff05b542480c27edc8cca92 3144 3142 2008-05-24T02:25:51Z Voxel 2 wikitext text/x-wiki = Odamex 0.3 (r476) = Odamex 0.3 is the first version to remove the alpha status. == Changes since 0.2a (r149) == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] = Odamex 0.2a (r149) = = Odamex 0.1a (r33) = 149be2f88addd87d29b3dafb36928a021caa8eef 3142 2988 2008-05-24T02:22:33Z Voxel 2 Odamex 0.3 moved to Releases wikitext text/x-wiki Odamex 0.3 is the first version to remove the alpha status. == Changes since 0.2a == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] b2d32369541201bb704e9c08e4d9121646578fce 2988 2987 2008-01-14T06:29:21Z Russell 4 doh wikitext text/x-wiki Odamex 0.3 is the first version to remove the alpha status. == Changes since 0.2a == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] b2d32369541201bb704e9c08e4d9121646578fce 2987 2959 2008-01-14T06:28:59Z Russell 4 wikitext text/x-wiki Odamex 0.3 is the first version to remove the alpha status. It is == Changes since 0.2a == A myriad of changes have been added since the previous version, such as: * Removal of non-free resources * Cvar and code additions, removals and cleanups * Single player mode readded * More bug fixes * Demo compatibility fixes * Launcher improvements A comprehensive list of changes can be found in the CHANGELOG file shipped with Odamex. == Downloads == * [https://sourceforge.net/project/showfiles.php?group_id=144102&package_id=158375&release_id=551707 File List for 0.3] * [http://downloads.sourceforge.net/odamex/odamex-0.3-osx.zip?modtime=1194368610&big_mirror=0 Mac OS X Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-win32.zip?modtime=1194135365&big_mirror=0 Windows Binaries] * [http://downloads.sourceforge.net/odamex/Odamex-0.3-src.tar.bz2?modtime=1194169236&big_mirror=0 Source Code] acc035ff1da946e79c57f70309c556265b31e797 2959 2007-11-04T04:31:42Z Manc 1 Initial page creation wikitext text/x-wiki First version to dump alpha/beta prefix. Slew of new features and bugfixes. We will list more items on here soon and in the future for each release. 0b8f61628af07d7fc02608dbf7b751cbb4358e21 Required Libraries 0 1478 3890 3889 2019-01-17T15:28:35Z Ch0wW 138 /* Windows */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL2 == SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler. *• If you are using Visual Studio, get the one labeled "VC". *• If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice: *• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel *• Debian: apt-get install libsdl2-dev *• Fedora: yum install SDL2-devel *• openSUSE: zypper in SDL2-devel *• Ubuntu: aptitude install libsdl2-dev Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here]. == SDL2_mixer == SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: *• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt> *• Debian: <tt>apt-get install libsdl2-mixer-dev</tt> *• Fedora: <tt>yum install SDL2_mixer-devel</tt> *• openSUSE: <tt>zypper in SDL2_mixer-devel</tt> *• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt> Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! 51314aed54d44fa65a30589ccbb373767e25268c 3889 3888 2019-01-17T15:28:16Z Ch0wW 138 /* Linux */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL2 == SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice: *• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel *• Debian: apt-get install libsdl2-dev *• Fedora: yum install SDL2-devel *• openSUSE: zypper in SDL2-devel *• Ubuntu: aptitude install libsdl2-dev Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here]. == SDL2_mixer == SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: *• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt> *• Debian: <tt>apt-get install libsdl2-mixer-dev</tt> *• Fedora: <tt>yum install SDL2_mixer-devel</tt> *• openSUSE: <tt>zypper in SDL2_mixer-devel</tt> *• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt> Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! 3ce4e06b51a57e0c93e66f7775de44ccbc4bceef 3888 3887 2019-01-17T15:28:01Z Ch0wW 138 /* Linux */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL2 == SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel * Debian: apt-get install libsdl2-dev * Fedora: yum install SDL2-devel * openSUSE: zypper in SDL2-devel * Ubuntu: aptitude install libsdl2-dev Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here]. == SDL2_mixer == SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: *• CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt> *• Debian: <tt>apt-get install libsdl2-mixer-dev</tt> *• Fedora: <tt>yum install SDL2_mixer-devel</tt> *• openSUSE: <tt>zypper in SDL2_mixer-devel</tt> *• Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt> Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! 70d91d2fdf69ae0a0fac958d0650526d91f05bfe 3887 3886 2019-01-17T15:27:41Z Ch0wW 138 /* SDL_mixer */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL2 == SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel * Debian: apt-get install libsdl2-dev * Fedora: yum install SDL2-devel * openSUSE: zypper in SDL2-devel * Ubuntu: aptitude install libsdl2-dev Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here]. == SDL2_mixer == SDL2_mixer is a compliment to SDL2, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL2_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL2_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): <tt>yum install SDL2_mixer-devel</tt> * Debian: <tt>apt-get install libsdl2-mixer-dev</tt> * Fedora: <tt>yum install SDL2_mixer-devel</tt> * openSUSE: <tt>zypper in SDL2_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl2-mixer-dev</tt> Otherwise, you can grab the latest source distribution of SDL2_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! e9390859dafe54ba51c9d2cddb38c72f18c41940 3886 3790 2019-01-17T15:25:01Z Ch0wW 138 /* SDL */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL2 == SDL2 is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL2 comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL2 is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [https://www.libsdl.org/download-2.0.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL2 and SDL2_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL2_mixer): yum install SDL2-devel * Debian: apt-get install libsdl2-dev * Fedora: yum install SDL2-devel * openSUSE: zypper in SDL2-devel * Ubuntu: aptitude install libsdl2-dev Otherwise, you can grab the latest source distribution of SDL2 from [https://www.libsdl.org/download-2.0.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/release-1.2.html this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt> * Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt> * Fedora: <tt>yum install SDL_mixer-devel</tt> * openSUSE: <tt>zypper in SDL_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt> Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! b60ec6cfa1e8abefea45b77d24ead585bf12bad3 3790 3724 2014-02-17T03:23:42Z Manc 1 /* Windows */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/release-1.2.html this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt> * Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt> * Fedora: <tt>yum install SDL_mixer-devel</tt> * openSUSE: <tt>zypper in SDL_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt> Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! 808547cb13c20fef85d32792cd685b5ec6a0d06d 3724 3568 2012-07-14T16:48:46Z AlexMax 9 /* Windows */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC". * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt> * Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt> * Fedora: <tt>yum install SDL_mixer-devel</tt> * openSUSE: <tt>zypper in SDL_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt> Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! bdd103737518f3d370b930aea46db128f9077cc6 3568 3525 2011-08-14T00:05:54Z AlexMax 9 /* Windows */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010. * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt> * Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt> * Fedora: <tt>yum install SDL_mixer-devel</tt> * openSUSE: <tt>zypper in SDL_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt> Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## Change to the <tt>C:\wxWidgets-2.8.##\utils\wxrc</tt> directory. ## Run the same command you ran in step 3. ## You're done! 8cc4e4a2c6dbbef0d62487ea8172b379361dd967 3525 3524 2011-07-11T23:30:20Z AlexMax 9 /* Linux */ wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010. * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): <tt>yum install SDL_mixer-devel</tt> * Debian: <tt>apt-get install libsdl-mixer1.2-dev</tt> * Fedora: <tt>yum install SDL_mixer-devel</tt> * openSUSE: <tt>zypper in SDL_mixer-devel</tt> * Ubuntu: <tt>aptitude install libsdl-mixer1.2-dev</tt> Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## You're done! 63ec608670ae124b2c6d08f5f54d9480f2088b3c 3524 3511 2011-07-11T23:29:08Z AlexMax 9 wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010. * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL_mixer-devel * Debian: apt-get install libsdl-mixer1.2-dev * Fedora: yum install SDL_mixer-devel * openSUSE: zypper in SDL_mixer-devel * Ubuntu: aptitude install libsdl-mixer1.2-dev Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. === Windows === wx on Windows is a peculiar beast. While it comes with an installer, you have to compile it yourself in order to generate the proper files for compiling Odalaunch. # Download and wxWidgets 2.8 for MSW [http://www.wxwidgets.org/downloads/#latest_stable here]. # Run the installer. It is recommended to keep the default installation directory (in particular do not install it to Program Files). # Follow these instructions if you are using MinGW. ## Make sure that MinGW is installed properly and that <tt>c:\MinGW\bin</tt> is in your path. ## Open up a Command Prompt and change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>mingw32-make -f makefile.gcc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## You're done! # Follow these instructions if you are using Visual C++. ## Open up a '''Visual Studio Command Prompt'''. There is a shortcut for this in the Visual Studio folder of your Start menu. ## Change to the <tt>C:\wxWidgets-2.8.##\build\msw</tt> directory. ## Run <tt>nmake -f makefile.vc MONOLITHIC=0 UNICODE=0 SHARED=0 BUILD=release</tt> ## You're done! fd5aca5d1f9cdd1c263fb464044e67ca8451e641 3511 3383 2011-07-09T23:48:40Z AlexMax 9 wikitext text/x-wiki The Odamex client and launcher require extra libraries which are not usually included with your operating system. == SDL == SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. === Windows === SDL comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/download-1.2.php this page] that compliments your compiler. * If you are using Visual Studio, get the one labeled "VC8". This goes for any version of Visual Studio from 2005 SP1 all the way to 2010. * If you are using MinGW, get the one labeled "Mingw32". If you don't have anything to extract a tar.gz file with, install [http://www.7-zip.org/ 7-zip]. You will also need to download the library itself, as the MinGW package does not come with the .dll file. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL-devel * Debian: apt-get install libsdl-dev * Fedora: yum install SDL-devel * openSUSE: zypper in SDL-devel * Ubuntu: aptitude install libsdl-dev Otherwise, you can grab the latest source distribution of SDL from [http://www.libsdl.org/download-1.2.php here]. == SDL_mixer == SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. === Windows === SDL_mixer comes with no installer on Windows, you simply extract the zip into a random directory and reference it. Pointing your compiler at SDL_mixer is discussed in the compiler-specific pages. You want to grab the '''Development Library''' on [http://www.libsdl.org/projects/SDL_mixer/ this page]. It is labeled '''SDL_mixer-devel''' and works with both Visual Studio and MinGW. === Linux === There is usually a copy of SDL and SDL_mixer included in the repositories of your distribution of choice: * CentOS (requires [http://fedoraproject.org/wiki/EPEL EPEL] for SDL_mixer): yum install SDL_mixer-devel * Debian: apt-get install libsdl-mixer1.2-dev * Fedora: yum install SDL_mixer-devel * openSUSE: zypper in SDL_mixer-devel * Ubuntu: aptitude install libsdl-mixer1.2-dev Otherwise, you can grab the latest source distribution of SDL_mixer from [http://www.libsdl.org/projects/SDL_mixer/ here]. ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10 *[http://www.wxwidgets.org/downloads/ wxWidgets] 0f42f25dc1c03d99c4e81f8eded109de968dffa3 3383 3382 2010-01-16T19:02:34Z Ralphis 3 sdl versions wikitext text/x-wiki Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box. ===SDL=== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.14 *[http://www.libsdl.org/download-1.2.php SDL] ===SDL_mixer=== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.10 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ===wxWidgets=== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10 *[http://www.wxwidgets.org/downloads/ wxWidgets] 6bc99720e81a13e4d9cbff6c76c6d86fd387a231 3382 3325 2010-01-16T19:01:27Z Ralphis 3 /* wxWidgets */ 2.8.10 wikitext text/x-wiki Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box. ===SDL=== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.13 *[http://www.libsdl.org/download-1.2.php SDL] ===SDL_mixer=== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ===wxWidgets=== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.10 *[http://www.wxwidgets.org/downloads/ wxWidgets] 04b774a612f8e7205041cafb6f7c39e8920f8990 3325 2805 2008-08-07T01:38:53Z Nautilus 10 /* SDL */ wikitext text/x-wiki Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box. ===SDL=== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.13 *[http://www.libsdl.org/download-1.2.php SDL] ===SDL_mixer=== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ===wxWidgets=== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] 6a7fbb6c76bd59a12afeb40c92f8cb7b6f152f35 2805 2797 2007-01-25T17:23:26Z AlexMax 9 wikitext text/x-wiki Before you can compile Odamex, you need to obtain some external libraries that adds required functionality for Odamex to run. Please note that the Odamex Server does not require any external libraries at this time, and can usually be compiled out of the box. ===SDL=== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ===SDL_mixer=== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ===wxWidgets=== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] 667df7c5ca8255396c76927f23a9442e36dedd73 2797 2796 2007-01-25T02:17:12Z AlexMax 9 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries. Please note that the Odamex server does not rely on any external libraries at this time. ==SDL== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile the Odamex launcher. The latest version of wxWidgets is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] ==A special note if your operating system has repositories== Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier. 596e806d006e458600c3bd6ddba2f631100c535c 2796 2795 2007-01-25T02:16:46Z AlexMax 9 wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries. Please note that the Odamex server does not rely on any external libraries at this time. ==SDL== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== SDL_mixer is a compliment to SDL, and handles both sound and music. It is required in order to compile the Odamex client. The latest version of SDL_mixer is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile OdaLauncher. The latest version of wxWidgets is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] ==A special note if your operating system has repositories== Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier. 208c66828aadd815b379cae0bbe558472a9869d1 2795 2794 2007-01-25T02:10:10Z AlexMax 9 wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Please note that you probably want to download both the standalone runtime libraies and development libraries. ==SDL== SDL is a crossplatform library used to display graphics. It is required in order to compile the Odamex client. The latest version of SDL is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== wxWidgets is a library used to display graphical user interfaces. It is required in order to compile OdaLauncher. The latest version of wxWidgets is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] ==A special note if your operating system has repositories== Before downloading the libraries, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or ports. If such packages are avalable, setting up your build environment will be substantially easier. 405402baecb670c688491f555656f34de279d1b3 2794 2735 2007-01-25T02:06:08Z AlexMax 9 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] =wxWidgets== wxWidgets is a toolkit used to create graphical user interfaces. It is required in order to compile OdaLauncher. Latest version is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] b5ee21239a59a1b3c7529198e0bbdb1d89408a1c 2735 2734 2007-01-20T00:30:47Z QuiescentWonder 28 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. If you are working from Windows download the latest release in the ZIP format. Latest version is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] d966ff855e5cd9c2b558d6c0f022abb1707b437a 2734 2732 2007-01-20T00:28:28Z QuiescentWonder 28 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. Download the wxMSW package in ZIP format. Latest version is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] ed2521084adcc97b8448b63c1043f956506fb2e5 2732 2731 2007-01-19T19:13:00Z QuiescentWonder 28 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. Latest version is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] 1768bd5d75ee612cc5e942b960ed6597ca34df85 2731 2730 2007-01-19T19:12:46Z QuiescentWonder 28 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. Latest version is 2.8.0 *[http://www.wxwidgets.org/downloads/ wxWidgets] b82f7c024e03d63e11399d14502a40b1d372945d 2730 2638 2007-01-19T19:11:57Z QuiescentWonder 28 /* wxWidgets */ wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. Latest version is 2.8.0 http://www.wxwidgets.org/downloads/ 9fea3a11c5e2f93709fd0b67ce5c89b857e13e49 2638 2575 2006-12-31T06:59:42Z Russell 4 wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] ==wxWidgets== To build the launcher, you will need the latest wxWidgets release from the site for your platform. 4435507d2363816cdf927ed57458d77d1678ee27 2575 2006-11-10T16:25:41Z AlexMax 9 wikitext text/x-wiki These libraries are required in order for Odamex to compile correctly. Note that you must get both the runtime libraries and development libraries. ''A special note if you are running Linux:'' Before downloading the libraries below, check to see if these librares are included with your distribution or avalable to download through an automated package management system, such as apt or yum. If such packages are avalable, setting up your build environment will be substantially easier. ==SDL== Latest version is 1.2.11 *[http://www.libsdl.org/download-1.2.php SDL] ==SDL_mixer== Latest version is 1.2.7 *[http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] c15498a5f86056451583ffc9d28ab723d4b4b678 RingSandstrom821 0 1797 3696 2012-07-11T18:58:30Z 188.167.53.80 0 Created page with "Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to ..." wikitext text/x-wiki Good communication will be the important to countless efficient relationships. In order to guarantee that you simply receive the superb medical care and treatment you need to have for your diseases and injuries, it truly is crucial to have the ability to talk openly and freely with their doctors. Sadly, plenty of people express frustration or embarrassment once attempting to speak with their physicians. [http://cancerres.aacrjournals.org/content/61/14/5595.full Gandham Satnam Singh] It is critical to remember that your doctor wants to have an understanding of personal data around you and your steps and habits so as to properly diagnose and treat your condition. However, if either you or your doctor is uncomfortable communicating around a particular topic, it is easy to not obtain the appropriate medical attention you require. Often people think that as soon as they pay a visit to the doctor, they may be judged harshly given that of their concerns, lifestyles, or actions. Some factors that might produce communication having a physician challenging consist of: The physician's gender. Females may possibly believe a lot more comfy speaking with female physicians about particular issues, basically as males might possibly believe far more comfortable speaking with male physicians, simply because of individual or religious reasons. For this reason, patients might require to make a decision a physician of the very same sex. [http://www.ncbi.nlm.nih.gov/pubmed/7463068 Dr Satnam Gandham] The patient's first language. Sometimes, patients who don't speak English as a initial language have challenge communicating certain issues to a doctor. In the very same line, doctors may possibly have trouble communicating a diagnosis and treatment data to the patient if the patient is not definitely fluent in English. Because of this, a patient could will need to make a decision a doctor who speaks their 1st language. The patient's lifestyle. A patient who doesn't follow a healthy or classic lifestyle is often embarrassed to admit this fact to a doctor whom he or she doesn't absolutely trust. However, it can be essential for a physician to understand your way of life to be able to help you remain healthy. For this reason, a patient might possibly need to have to seek a doctor with whom they think comfortable divulging the particulars of their personal health solutions. Choosing a doctor is usually one of the plenty of crucial decisions that a person can make. Unfortunately, there is particularly small data offered which can assist a potential patient determine if a particular doctor is right for them. There are a few choices though, despite the fact that they are reasonably weak mainly because what the ramifications are for the patient. At the minimum, check to see if a doctor's license is valid. The state board can at the same time supply information relating to any disciplinary action. Depending on the kind of physician, board certification should too be checked. Board certification shows that a physician is qualified in a specialty field. [http://www.childrenscentralcal.org/OurDoctors/Pages/sgandham.aspx Dr Gandham Satnam Singh] Most well being plans will not have data concerning the excellent of individual physicians, however a couple of may perhaps have data regarding any probable disciplinary or legal issues the physician may well have encountered. With the information most likely offered, navigating the bureaucracy of an insurance giant could possibly not be worth the effort. There is a opportunity the insurance businesses have some kind of rating technique out there for physicians in their network. Any relevant information could be useful. 313cd29e98d244dac54b0acd2ebdd3e1553f168f Rquit 0 1401 2108 2047 2006-04-14T18:25:49Z AlexMax 9 /* quit */ wikitext text/x-wiki ===rquit=== Quits Odamex server after asking clients to reconnect. Provides a smooth transition for players during an automated server reboot. Also see [[quit]]. [[Category:Server_commands]] e7ec93cb3a64b44122c5ce8a75d4c9e477a3f72b 2047 2006-04-13T15:00:08Z Voxel 2 wikitext text/x-wiki ===quit=== Quits Odamex server after asking clients to reconnect. Provides a smooth transition for players during an automated server reboot. Also see [[quit]]. [[Category:Server_commands]] 137d352ed70a1de9d6cfa389b5e72c1139ba9437 SVN 0 1457 2549 2284 2006-11-10T00:28:46Z AlexMax 9 wikitext text/x-wiki #redirect [[Subversion]] f85aa2aee1994c1775644399a3163dfc792a4b8b 2284 2006-09-19T08:08:01Z Russell 4 SVN moved to SVN Repository Address: More descriptive name wikitext text/x-wiki #redirect [[SVN Repository Address]] 5237cfa889f9f4706f5ead88115c5425da3901ec Sand: box 0 1338 1570 2006-03-30T21:45:11Z Voxel 2 Sand: box moved to Sand box wikitext text/x-wiki #redirect [[Sand box]] 1b4e71c76b84d3099055345a24c087e1bd8a3116 Sand box 0 1343 1596 2006-03-30T22:27:13Z 203.11.167.254 0 wikitext text/x-wiki Manc I can edit without logging in -deathz0r 542820a975118d3c1a45ac290dd10fae17249f99 Say 0 1389 2167 1899 2006-04-16T04:50:56Z Ralphis 3 typo wikitext text/x-wiki ===say ''string''=== Broadcasts the string ''string'' to all players currently on the server. If entered from a client, the message will appear to originate from the appropriate client. If entered from the server console, the message will appear to originate from user '''console''' See also: [[Messagemode]] [[Category:Server_commands]] [[Category:Client_commands]] 4748f233a8d8b33f3e81e9352ad0ef1d76bb7789 1899 2006-04-07T03:41:29Z 70.60.99.214 0 wikitext text/x-wiki ===say ''string''=== Broadcasts the string ''string'' to all players currently on the server. If entered from the a client, the message will appear to originate from the appropriate client. If entered from the server console, the message will appear to originate from user '''console''' See also: [[Messagemode]] [[Category:Server_commands]] [[Category:Client_commands]] 139931a38f99c863652d8b4cdcb189b7238e888b Say team 0 1429 2166 2006-04-16T04:50:41Z Ralphis 3 wikitext text/x-wiki ===say_team ''string''=== Broadcasts the string ''string'' to all players currently on the server that are on your respective team. If entered from a client, the message will appear to originate from the appropriate client. See also: [[Messagemode2]] [[Category:Client_commands]] c2bd9bec9812f27d1a5c02d88986ad6105282325 Screenshot 0 1441 3000 2218 2008-03-09T01:24:59Z Russell 4 wikitext text/x-wiki === screenshot [filename] === This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). If it is used from the console, it will take a screenshot of the console. You can take a screenshot while playing by pressing the key combination: CTRL+Print Screen or CTRL+SysRq [[Category:Client_commands]] 4a2205278fdeb495a97817f78cc8300efe43c626 2218 2216 2006-04-20T22:16:59Z Voxel 2 /* screenshot */ wikitext text/x-wiki === screenshot [filename] === This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). It is recommend that this command be [[bind|bound]] to a key. If it is used from the console, it will take a screenshot of the console. [[Category:Client_commands]] f325ca3c440e9a5208defc5ecaa844659d73a47b 2216 2185 2006-04-20T22:15:46Z Voxel 2 /* screenshot */ wikitext text/x-wiki ===screenshot=== '''screenshot [filename]''' This command will take a screenshot of whatever is on screen at the moment and save it as the specified file in PCX format. If no file is specified, the name DOOMxxxx.PCX is used, where xxxx is the next available number (0000 to 9999, a file that does not yet exist). It is recommend that this command be [[bind|bound]] to a key. If it is used from the console, it will take a screenshot of the console. [[Category:Client_commands]] b7b4505a2aa25ec0cd9eaeddc1ee8a879e51cc3c 2185 2006-04-16T05:05:45Z Ralphis 3 wikitext text/x-wiki ===screenshot=== This command will take a screenshot of whatever is on screen at the moment. It is recommend that this command be [[bind|binded]] binded to a key. If it is used from console, it will take a screenshot of the console. ''Ex. To bind this to the print screen key the command '''bind prntscrn screenshot''' should be used. Now the print screen key will output a screenshot of whatever was on screen at the time of the key pressing to your base odamex directory.'' [[Category:Client_commands]] 69c35b76fa7f73a3c8293a35a6250c61753f1f1c Server 0 1325 3108 3073 2008-05-06T11:14:53Z Ralphis 3 added commands and variables to see also wikitext text/x-wiki {{stub}} {{Modules}} The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients. The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game. == See also == * [[How to run a server|Running a server]] * [[:Category:Server commands|Server commands]] * [[:Category:Server variables|Server variables]] 610329032b8d6f2d9f9916fcf5130d709805e9b3 3073 2648 2008-05-05T14:50:00Z Voxel 2 wikitext text/x-wiki {{stub}} {{Modules}} The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients. The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game. == See also == * [[How to run a server|Running a server]] eb4c698ec76a87c643115cb8d398655f0b1eb987 2648 2293 2007-01-09T20:53:16Z Ralphis 3 wikitext text/x-wiki {{stub}} {{Modules}} The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients. The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game. 899a5703ca27b051f7909f0f969f5350a9268fee 2293 1522 2006-09-19T14:35:18Z 155.247.166.28 0 wikitext text/x-wiki {{Modules}} The Odamex server is a program that hosts Odamex [[client|clients]]. It basically functions as the central point of information for all players interacting with eachother. When a client connects to a server, they send information which then is transmitted to all connected clients. The server controls all aspects of a client's gameplay including wad, map, latency, and a variety of other variables of the game. d64c8f931c7bc5648af7181fdf3a11ee0ed9cbb0 1522 2006-03-30T21:01:18Z Voxel 2 wikitext text/x-wiki {{Modules}} 4ca4c62cb200ec6240ce98cd2cd66e811854a180 Server List XML Specification 0 1553 2901 2900 2007-04-12T05:57:58Z Manc 1 Add link to current xml doc wikitext text/x-wiki The registered server listing will be available from the odamex website via multiple methods, the most basic being an {{wikipedia|XML}} document that will be generated on a regular schedule automatically and be available to the public. This wiki article will serve as a description of the XML schema used, and in time a more official schema along with a namespace will be created and available to lend better "credibility" to the XML data. This page is restricted for editing (but not for discussion) in order to keep confusion to a minimum. The current version [http://odamex.net/serverlist.xml 1.0pre] is now generated and available for viewing. {{stub}} a06a8e6d6918082895f2c1f33009d90b1af886da 2900 2007-04-11T23:21:46Z Manc 1 wikitext text/x-wiki The registered server listing will be available from the odamex website via multiple methods, the most basic being an {{wikipedia|XML}} document that will be generated on a regular schedule automatically and be available to the public. This wiki article will serve as a description of the XML schema used, and in time a more official schema along with a namespace will be created and available to lend better "credibility" to the XML data. This page is restricted for editing (but not for discussion) in order to keep confusion to a minimum. ''More coming soon...'' {{stub}} 842e8c7efe3f554a7a6a39aea9530bca852d8830 Server variables 0 1829 3854 3853 2017-03-01T13:49:08Z Manc 1 /* Compatibility Related Options */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 9b113cafa4abc2c3f9650dd56d7db3833a7345e5 3853 3852 2017-03-01T13:48:56Z Manc 1 /* Forcing Client Options */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 3342cce4417d51907920da374d73c3779297fd60 3852 3851 2017-03-01T13:48:44Z Manc 1 /* Vote Settings */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 1627f96008fa8a90394bb80b6a0e49b5b8b0788f 3851 3850 2017-03-01T13:48:28Z Manc 1 /* Warmup Mode */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} de2289c0fd60690e24ba96e7f80c35eef2a96437 3850 3849 2017-03-01T13:48:13Z Manc 1 /* Misc. Variables */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 97e2ef9c0a3d88a1ebc539461977830e833b343e 3849 3848 2017-03-01T13:48:03Z Manc 1 /* Team Game Specific Variables */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 3b794e3e5b28a0f606b8c614c9038d0ec6cb3c2f 3848 3847 2017-03-01T13:47:51Z Manc 1 /* Single Player/Coop */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} b6a8ba634546cc05e52237d0547f2693bf3c5e9f 3847 3846 2017-03-01T13:47:12Z Manc 1 /* General Gameplay */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} c27db049f6b175a268f53f8ab7f9a160bf276b62 3846 3845 2017-03-01T13:46:43Z Manc 1 /* General Game Conditions */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 32732187c1f4eb6fc70af9b625fc1ba83a1dcd38 3845 3843 2017-03-01T13:46:12Z Manc 1 /* Network/Broadcast/Administrative Settings */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="table table-striped table-hover table-condensed" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 341311e1a53d39128163d999d2b3db3c21492028 3843 3842 2017-03-01T06:26:28Z Ralphis 3 /* Single Player/Coop */ wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Integer || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 5453c623653cb91472eaf8f5811ccf813168828c 3842 2017-03-01T06:25:10Z Ralphis 3 Created page with "==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex..." wikitext text/x-wiki ==Variable Information== Out of the box, Odamex will function nearly identical to how Doom did when it was originally released. However, with two decades of progress, Odamex has given players and server administrators a number of options that allow for a wide range of play types. A wide variety of sample configurations are provided with the Odamex installation in the "config-samples" directory. There are a number of terms you should know when dealing with the variables listed below. ===Value Types=== *'''Boolean''' - A binary variable. These variables only respond to the values ''0'' and ''1''. Imagine it as a light switch where 0 is off and 1 is on. *'''Float''' - A number value that can have a variety of ranges. For the purposes of Odamex, these values are typically represented in a decimal form (e.g. "1.5") *'''Integer''' - A whole number value, no decimals. *'''String''' - A non-numerical value, usually a word or phrase. ===Variable Types=== *'''A'''rchived - The value for this variable will be saved and stored to the config file if it is changed. *'''L'''atched - A change to this type of variable will not take effect until after a map change. *'''S'''erver Info - The values of these variables are sent to clients and launchers. *'''R'''ead-Only - These variables cannot be changed. Used to output information. ==Server Variables== ===Network/Broadcast/Administrative Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | configver || Integer || || If blank, outputs value of Odamex version that config was generated on. || Y || N || N || N |- | developer || Boolean || 0 || Debugging mode. || N || N || N || N |- | join_password || String || || Clients can connect if they have this password. || Y || N || N || N |- | log_fulltimestamps || Boolean || 0 || Extended timestamp info (dd/mm/yyyy hh:mm:ss). || Y || N || N || N |- | log_packetdebug || Boolean || 0 || Print debugging messages for each packet sent. || Y || N || N || N |- | port || Integer || 10666 || Display currently used network port number. || N || N || N || Y |- | rcon_password || String || || Remote console password. || Y || N || N || N |- | sv_banfile || String || banlist.json || Default file to save and load the banlist. || Y || N || N || N |- | sv_banfile_reload || Integer || 0 || Number of seconds to wait before automatically loading the banlist. || Y || N || N || N |- | sv_email || String || email@domain.com || Administrator email address. || Y || N || Y || N |- | sv_flooddelay || Float || 1.5 || Chat flood protection time, in seconds. || Y || N || N || N |- | sv_hostname || String || Untitled Odamex Server || Server name to appear on masters, clients, and launchers. || Y || N || Y || N |- | sv_maxrate || Integer || 200 || Forces clients to be on or below this rate, in kbps. || Y || N || N || N |- | sv_motd || String || Welcome to Odamex || Message of the day to display to clients upon connecting. || Y || N || Y || N |- | sv_natport || Integer || || NAT firewall workaround, this is a port number. || Y || N || N || N |- | sv_ticbuffer || Boolean || 1 || Buffer controller input from players experiencing sudden latency spikes for smoother movement. || Y || N || Y || N |- | sv_usemasters || Boolean || 1 || Advertise on the Odamex master servers. || Y || N || N || N |- | sv_waddownload || Boolean || 0 || Allow downloading of wads from this server. || Y || N || Y || N |- | sv_waddownloadcap || Integer || 200 || Cap wad file downloading to a specific rate, in kbps. || Y || N || N || N |- | sv_website || String || http://odamex.net/ || Server or admin website. Some third-party wad downloading utilities may refer to this url. || Y || N || Y || N |- | waddirs || String || || Allow custom WAD directories to be specified. || Y || N || N || N |} ===General Game Conditions=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowcheats || Boolean || 0 || Allow usage of cheats in all game modes. || Y || N || Y || N |- | sv_allowexit || Boolean || 1 || Allow use of Exit switch/teleports in all game modes. || Y || N || Y || N |- | sv_clientcount || Integer || || Read-only. Set to the number of connected players (for scripting). || N || N || N || Y |- | sv_emptyfreeze || Boolean || 0 || Freezes the game state when no clients are connected. || Y || N || N || N |- | sv_emptyreset || Boolean || 0 || Reloads the current map when all clients disconnect. || Y || N || N || N |- | sv_fraglimit || Integer || 0 || Sets the amount of frags a player can accumulate before the game ends. || Y || N || Y || N |- | sv_gametype || Integer || 0 || Sets the game mode, values are: 0 = Cooperative, 1 = Deathmatch, 2 = Team Deathmatch, 3 = Capture The Flag || Y || Y || Y || N |- | sv_intermissionlimit || Integer || 10 || Sets the time limit for the intermission to end, in seconds. || Y || N || Y || N |- | sv_maxclients || Integer || 4 || Maximum clients that can connect to a server. || Y || Y || Y || N |- | sv_maxplayers || Integer || 4 || Maximum number of players that can join the game, the rest are limited to spectating. || Y || Y || Y || N |- | sv_scorelimit || Integer || 5 || Game ends when team score is reached in Teamplay/CTF. || Y || N || Y || N |- | sv_shufflemaplist || Boolean || 0 || Randomly shuffle the map list. || Y || N || N || N |- | sv_skill || Integer || 3 || Sets the skill level, values are: 0 - No things mode, 1 - I'm Too Young To Die, 2 - Hey, Not Too Rough, 3 - Hurt Me Plenty, 4 - Ultra-Violence, 5 - Nightmare || Y || Y || Y || N |- | sv_timelimit || Integer || 0 || Sets the time limit for the game to end, in seconds. || Y || N || Y || N |} ===General Gameplay=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowjump || Boolean || 0 || Allows players to jump when set in all game modes. || Y || N || Y || N |- | sv_dmfarspawn || Boolean || 0 || When enabled, players will spawn at the farthest point from each other. || Y || Y || Y || N |- | sv_doubleammo || Boolean || 0 || Give double ammo regardless of difficulty. || Y || N || Y || N |- | sv_forcerespawn || Boolean || 0 || Force a player to respawn. || Y || N || Y || N |- | sv_forcerespawntime || Integer || 30 || Force a player to respawn after a set amount of time, in seconds. || Y || N || Y || N |- | sv_fragexitswitch || Boolean || 0 || When enabled, exit switch will kill a player who uses it. Prevents exiting. || Y || N || Y || N |- | sv_freelook || Boolean || 0 || Allow looking up and down. || Y || N || Y || N |- | sv_infiniteammo || Boolean || 0 || Infinite ammo for all players. || Y || N || Y || N |- | sv_itemrespawntime || Integer || 30 || If sv_itemsrespawn is set, items will respawn after this time, in seconds. || Y || N || Y || N |- | sv_itemsrespawn || Boolean || 0 || Items will respawn after a fixed period, see sv_itemrespawntime. || Y || Y || Y || N |- | sv_maxcorpses || Integer || 200 || Maximum corpses to appear on a map. || Y || N || N || N |- | sv_unblockplayers || Boolean || 0 || Allows players to walk through other players || Y || Y || Y || N |- | sv_weapondamage || Float || 1 || Amount to multiply player weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_weaponstay || Boolean || 1 || Weapons stay after pickup. || Y || Y || Y || N |} ===Single Player/Coop=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_coopspawnvoodoodolls || Boolean || 1 || Spawn voodoo dolls in cooperative mode. || N || Y || Y || N |- | sv_coopunassignedvoodoodolls || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_coopunassignedvoodoodollsfornplayers || Boolean || 1 || Insert explanation for this. || N || Y || Y || N |- | sv_fastmonsters || Boolean || 0 || Monsters are at nightmare speed. || Y || N || Y || N |- | sv_keepkeys || Boolean || 0 || Keep keys on death. || Y || Y || Y || N |- | sv_loopepisode || Boolean || 0 || Determines whether Doom 1 episodes carry over. || Y || N || N || N |- | sv_monsterdamage || Float || 1.0 || Amount to multiply monster weapon damage by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstershealth || Float || 1.0 || Amount to multiply monster health by. (1.0 = 100%) || Y || Y || Y || N |- | sv_monstersrespawn || Boolean || 0 || Monsters will respawn after a period of time. || Y || N || Y || N |- | sv_nomonsters || Boolean || 0 || No monsters will be present. || Y || Y || Y || N |} ===Team Game Specific Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | ctf_flagathometoscore || Boolean || 1 || A team's flag must be at home on their own stand in order to capture the enemy flag for a point. || Y || N || Y || N |- | ctf_flagtimeout || Integer || 10 || Time for a dropped flag to be automatically returned to its home base. || Y || N || Y || N |- | ctf_manualreturn || Boolean || 0 || Flags dropped must be returned manually. || Y || N || Y || N |- | sv_friendlyfire || Boolean || 1 || When set, players can injure others on the same team, it is ignored in deathmatch. || Y || N || Y || N |- | sv_maxplayersperteam || Integer || 3 || Maximum number of players that can be on a team. || Y || Y || Y || N |- | sv_teamsinplay || Integer || 2 || Number of teams in play. || Y || Y || Y || N |- | sv_teamspawns || Boolean || 1 || When disabled, treat team spawns like normal deathmatch spawns in Teamplay/CTF. || Y || Y || Y || N |} ===Compatibility Related Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | co_allowdropoff || Boolean || 0 || Allow monsters to be pushed or thrusted off of ledges. || Y || Y || Y || N |- | co_blockmapfix || Boolean || 0 || Fix the blockmap collision bug. || Y || Y || Y || N |- | co_boomphys || Boolean || 0 || Use a finer-grained, faster, and more accurate test for actors, sectors, and lines. || Y || N || Y || N |- | co_fineautoaim || Boolean || 0 || Increase precision of vertical auto-aim. || Y || N || Y || N |- | co_fixweaponimpacts || Boolean || 0 || Corrected behavior for impact of projectiles and bullets on surfaces. || Y || N || Y || N |- | co_globalsound || Integer || 0 || Make pickup sounds global. || Y || N || Y || N |- | co_nosilentspawns || Boolean || 0 || Turns off the west-facing silent spawns vanilla bug. || Y || N || Y || N |- | co_realactorheight || Boolean || 0 || Enable/Disable infinitely tall actors. || Y || Y || Y || N |- | co_zdoomphys || Boolean || 0 || Enable/disable ZDoom-based gravity and physics interactions. || Y || N || Y || N |- | co_zdoomsound || Boolean || 0 || Enable Zdoom-style sound attenuation curve + attenuation of switches in distance (e.g hear things from longer distance). || Y || N || Y || N |- | sv_aircontrol || Float || 0.00390625 || How much control the player has over their movement in the air. 0 = none, 1 = completely. || Y || N || Y || N |- | sv_forcewater || Boolean || 0 || Makes water more "realistic". Affects Boom maps. || Y || N || Y || N |- | sv_gravity || Integer || 800 || Gravity of the environment. || Y || N || Y || N |- | sv_spawndelaytime || Integer || 0 || Force a player to wait a period (in seconds) before they can respawn. || Y || N || Y || N |- | sv_splashfactor || Float || 1 || When co_zdoomphys is enabled, rocket explosion thrust effect's damage value. || Y || N || Y || N |} ===Forcing Client Options=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_allowmovebob || Boolean || 0 || Allow weapon & view bob changing. || Y || N || Y || N |- | sv_allowpwo || Boolean || 0 || Allow clients to set their preferences for automatic weapon switching. || Y || N || Y || N |- | sv_allowredscreen || Boolean || 0 || Allow clients to adjust amount of red pain screen intensity. || Y || N || Y || N |- | sv_allowshowspawns || Boolean || 1 || Allow clients to see spawn points as particle fountains. || Y || Y || Y || N |- | sv_allowtargetnames || Boolean || 0 || When set, names of players appear in the FOV. || Y || N || Y || N |- | sv_allowwidescreen || Boolean || 1 || Allow clients to use true widescreen (extended fov). || Y || Y || Y || N |- | sv_globalspectatorchat || Boolean || 1 || In-game players can see spectator chat. || Y || N || N || N |- | sv_maxunlagtime || Float || 1.0 || Cap the maxiumum time allowed for player reconciliation, in seconds. || Y || N || Y || N |- | sv_unlag || Boolean || 1 || Allow reconciliation for players on lagged connections. || Y || Y || Y || N |} ===Vote Settings=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_callvote_coinflip || Boolean || 0 || Clients can flip a coin. || Y || N || N || N |- | sv_callvote_forcespec || Boolean || 0 || Clients can vote to force a player to spectate. || Y || N || N || N |- | sv_callvote_forcestart || Boolean || 0 || Clients can vote to force the match to start. || Y || N || N || N |- | sv_callvote_fraglimit || Boolean || 0 || Clients can vote on a new fraglimit. || Y || N || N || N |- | sv_callvote_kick || Boolean || 0 || Clients can votekick other players. || Y || N || N || N |- | sv_callvote_map || Boolean || 0 || Clients can vote to switch to a specific map from the server's map list. || Y || N || N || N |- | sv_callvote_nextmap || Boolean || 0 || Clients can vote on progressing to the next map. || Y || N || N || N |- | sv_callvote_randcaps || Boolean || 0 || Clients can vote to force the server to pick two players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_randmap || Boolean || 0 || Clients can vote to switch to a random map from the server's maplist. || Y || N || N || N |- | sv_callvote_randpickup || Boolean || 0 || Clients can vote to force the server to pick a certain number of players from the in-game pool of players and force-spectate everyone else. || Y || N || N || N |- | sv_callvote_restart || Boolean || 0 || Clients can vote to restart a game. || Y || N || N || N |- | sv_callvote_scorelimit || Boolean || 0 || Clients can vote on a new scorelimit. || Y || N || N || N |- | sv_callvote_timelimit || Boolean || 0 || Clients can vote on a new timelimit. || Y || N || N || N |- | sv_vote_countabs || Boolean || 1 || Count absent voters as 'no' if the vote time runs out. || Y || N || N || N |- | sv_vote_majority || Float || 0.5 || Ratio of yes votes needed for vote to pass. || Y || N || N || N |- | sv_vote_speccall || Boolean || 1 || Spectators are allowed to callvote. || Y || N || N || N |- | sv_vote_specvote || Boolean || 1 || Spectators are allowed to vote. || Y || N || N || N |- | sv_vote_timelimit || Integer || 30 || Amount of time a vote takes, in seconds. || Y || N || N || N |- | sv_vote_timeout || Integer || 60 || Time between votes, in seconds. || Y || N || N || N |} ===Warmup Mode=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_countdown || Integer || 5 || Number of seconds to wait before starting the game from warmup or restart. || Y || Y || N || N |- | sv_warmup || Boolean || 0 || Enable a 'warmup' mode before the match starts. || Y || Y || N || N |- | sv_warmup_autostart || Float || 1.0 || Ratio of players needed for warmup mode to automatically start the game. || Y || Y || N || N |} ===Misc. Variables=== {| class="wikitable collapsible autocollapse" ! Variable !! Value !! Default !! Description !! A !! L !! S !! R |- | sv_curmap || String || || Read-only. Displays the current map loaded. || N || N || N || Y |- | sv_endmapscript || || || Script to run at the end of each map (e.g. to choose next map) || Y || N || N || N |- | sv_nextmap || String || || Read-only. Displays the next map to be played. || N || N || N || Y |- | sv_startmapscript || || || Script to run at the start of each map (e.g. to override cvars) || Y || N || N || N |} 1aa6ea3d7c7e219fcf2607cbcfcbb8233f88a40e Serverinfo 0 1409 2118 2006-04-14T18:37:21Z AlexMax 9 wikitext text/x-wiki ===serverinfo=== Prints detailed information about the server to the console. [[Category:Client_commands]] a7a9e5dec82c3af94ecebe48acfaef7ce0ce771a Setting Odamex up on Debian 0 1603 3205 3199 2008-06-03T12:34:58Z Turks 48 /* Add freedoom to the IWAD/PWAD installation help */ wikitext text/x-wiki ==The Debian Package== As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug. ==Setting up aliases for .bashrc== Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run ''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc source ~/.bashrc</nowiki>'' Optionally, you can change the directory set as the waddir to wherever you house your game files. ''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run'' ==Setting up midi playback== Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you ''<nowiki>apt-get install timidity</nowiki>'' You also must run this as a user with ''sudo'' or as root. ==Installing a(n) IWAD/PWAD or other game related data== By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run: ''chown -R <your username> /usr/share/doom/'' If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp''. If you don't own a copy of doom, you can buy a copy of the collectors edition [http://www.idsoftware.com/games/doom/doom-collectors/ directly from id Software] or you can install freedoom with apt ''apt-get install freedoom'' If you choose the freedoom option, you aren't out of the water yet. You still need to put it where the package configuration currently points to (''/usr/share/doom/''). To do this is fairly simple. Run ''cp /usr/share/games/doom/doom2.wad /usr/share/doom/'' as root, or you alternatively can edit 'odamex.desktop' in ''/usr/share/applications/'' and change '''-waddir /usr/share/doom/''' to '''-waddir /usr/share/games/doom/''' Either way, you will end up copying wads over. If you choose this second approach, you will need to copy odamex.wad over to ''/usr/share/games/doom'' ''cp /usr/share/doom/odamex.wad /usr/share/games/doom/'' If you want to be able to copy files without being root or using sudo, you can follow the directions above for enabling user write access to ''/usr/share/games/doom'' 07a2933a5907238675ed0a57e879e7fe36b81665 3199 3197 2008-06-03T03:53:43Z Turks 48 s/Setting Odamex up on Debian/The Debian Package wikitext text/x-wiki ==The Debian Package== As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug. ==Setting up aliases for .bashrc== Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run ''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc source ~/.bashrc</nowiki>'' Optionally, you can change the directory set as the waddir to wherever you house your game files. ''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run'' ==Setting up midi playback== Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you ''<nowiki>apt-get install timidity</nowiki>'' You also must run this as a user with ''sudo'' or as root. ==Installing a(n) IWAD/PWAD or other game related data== By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run: ''chown -R <your username> /usr/share/doom/'' If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp'' b81249bfffa3be9e5030206e7d1be5a37c9f4df2 3197 3196 2008-06-03T03:52:50Z Turks 48 Setting odamex up on debian moved to Setting Odamex up on Debian wikitext text/x-wiki ==Setting up Odamex on Debian== As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug. ==Setting up aliases for .bashrc== Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run ''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc source ~/.bashrc</nowiki>'' Optionally, you can change the directory set as the waddir to wherever you house your game files. ''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run'' ==Setting up midi playback== Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you ''<nowiki>apt-get install timidity</nowiki>'' You also must run this as a user with ''sudo'' or as root. ==Installing a(n) IWAD/PWAD or other game related data== By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run: ''chown -R <your username> /usr/share/doom/'' If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp'' 0fb86a63f6a6d21892f508e4ca913feca2fde4de 3196 3194 2008-06-03T03:52:13Z Turks 48 I hate wiki syntax wikitext text/x-wiki ==Setting up Odamex on Debian== As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug. ==Setting up aliases for .bashrc== Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run ''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc source ~/.bashrc</nowiki>'' Optionally, you can change the directory set as the waddir to wherever you house your game files. ''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run'' ==Setting up midi playback== Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you ''<nowiki>apt-get install timidity</nowiki>'' You also must run this as a user with ''sudo'' or as root. ==Installing a(n) IWAD/PWAD or other game related data== By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run: ''chown -R <your username> /usr/share/doom/'' If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp'' 0fb86a63f6a6d21892f508e4ca913feca2fde4de 3194 2008-06-03T03:46:02Z Turks 48 Somewhat detailed instructions for the Debian package wikitext text/x-wiki As of 0.4, Odamex has an [official/unofficial] Debian package. The package operates differently from the Archlinux package and has a few different things you should check before you post a bug. === Setting up aliases for .bashrc === Because the Debian package does not use sed to set a static wad directory, you will have to run Odamex with the .desktop file included with the package or you can setup your bash configuration to automatically add the -waddir argument. To do this, you would need to run ''<nowiki>echo "alias odamex='/usr/bin/odamex -waddir /usr/share/doom'" >> ~/.bashrc echo "alias odasrv='/usr/bin/odasrv -waddir /usr/share/doom'" >> ~/.bashrc source ~/.bashrc</nowiki>'' Optionally, you can change the directory set as the waddir to wherever you house your game files. ''Note: if you change the directory to a custom setting, you have to '''cp /usr/share/doom/odamex.wad''' to the directory you set, otherwise Odamex will not run'' === Setting up midi playback === Without any midi sequencer setup, Odamex has strange effects in Debian-based systems. To eliminate this, if you haven't already setup a midi sequencer or an emulation software, this command will grab and install Timidity for you ''<nowiki>apt-get install timidity</nowiki>'' You also must run this as a user with ''sudo'' or as root. === Installing a(n) IWAD/PWAD or other game related data === By default, the .desktop files installed with the package use the wad directory ''/usr/share/doom/'' to look for data. This directory is also protected by permissions (unless you ''chown'' it). If you want to be able to write to this directory yourself (and nobody else) you can safely run: ''chown -R <your username> /usr/share/doom/'' If you choose not to change the ownership of the directory (and its contents), you will have to copy all of the game data with ''sudo'' or as root. If you changed the directory to something else in the .bashrc section, you can copy the data over with ''cp'' 6f4c888dd5a0ad46ae1d473c309362944dc5ac1e Setting odamex up on debian 0 1604 3198 2008-06-03T03:52:50Z Turks 48 Setting odamex up on debian moved to Setting Odamex up on Debian: Caps wikitext text/x-wiki #redirect [[Setting Odamex up on Debian]] 3a7bf19504a72a03392b14d7707e1ce60c2a0fec Show endoom 0 1659 3380 2010-01-06T23:59:16Z Ralphis 3 wikitext text/x-wiki ===show_endoom=== 0: Disables ENDOOM screen after quit.<br> 1: Enables ENDOOM screen after quit.<br> This variable enables or disables the screen showing the ENDOOM lump in Vanilla Doom after quitting the program. [[Category:Client_variables]] 3f8eeb3a21ba427332f72498da9743eb6c3cef9c Showscores 0 1716 3483 2010-08-23T12:09:55Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ban_and_exception_lists]][[Category:Server_commands]] fe09fa47424b4c1ee0e228170934b091919b2a8a SibillaPieper213 0 1801 3700 2012-07-11T19:55:55Z 176.31.28.151 0 Created page with "Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's ..." wikitext text/x-wiki Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's not only locally where this has been happening. Across the world there are certain areas prone to flooding either caused by rain, melting snow or other force majeure factors. While you may think it's simple to then just enter your house upon return and let life go on as normal, unfortunately it's not so straightforward. The authorities wouldn't let people back into their homes if they hadn't performed certain checks beforehand, and pumped out any water, but other tasks will still need to be completed to return back to life as it was before. It's most important to be careful and be vigilant when returning to your home as you never know what surprises could be lurking behind the front door. Family Safety Don't let children into the house before you've assessed the situation. Things to look out for are animals that may have gained access into your home during the floods, dangerous debris like pieces of metal and wood, as well as any structural damage to furniture or even the building itself that the authorities may have missed. Food Safety Check your food stores to see how much of your products have been affected by the water, and whether any animals have wreaked havoc in your kitchen or pantry upon the smell of food. It's better to be safe than sorry so it's best to take drastic measures and get rid of anything you think may have gotten in harm's way. A common misconception is that tinned food is still safe to eat even after being submerged in water, but unfortunately this isn't the case. The water is likely to have caused the tin to rust, contaminating its contents. Essentially, anything that has come in contact with flood water could be contaminated since the water is not clean having picked up debris and bacteria along the way from its source. 5f1857c80554c8f64b7feb668561a687156e5bae Sizedown 0 1373 1773 1754 2006-04-03T19:24:03Z AlexMax 9 wikitext text/x-wiki ===sizedown=== Decreases the size of the viewing window. [[Category:Client_commands]] 83b2b16d77aae50d464f0f4ee6e6795d5ceb560a 1754 2006-04-03T19:15:08Z AlexMax 9 wikitext text/x-wiki '''sizedown''' Decreases the size of the viewing window. [[Category:Client_commands]] 30591fd8ec05377e867f5e54ccaaf32cc236a17a Sizeup 0 1374 1772 1755 2006-04-03T19:23:51Z AlexMax 9 wikitext text/x-wiki ===sizeup=== Increases the size of the viewing window. [[Category:Client_commands]] 41febd2d14beb95e5bd8c92575382f017b2ebed0 1755 2006-04-03T19:15:38Z AlexMax 9 wikitext text/x-wiki '''sizeup''' Increases the size of the viewing window. [[Category:Client_commands]] f7a97515ae2ccbc0091f75fa64e1bb2d5713f1df Snd crossover 0 1522 2814 2813 2007-01-28T19:25:16Z AlexMax 9 wikitext text/x-wiki ===snd_crossover=== 0: Sound channels are default<br> 1: Sound channels are reversed Change this variable if you are finding that your sound is coming out reversed (sounds coming from the left coming out of the right speaker and vice versa). [[Category:Client_variables]] 56c7c6e26df667f55d9b2bc3b3f8a8ffdab55069 2813 2007-01-28T19:24:02Z AlexMax 9 wikitext text/x-wiki ===snd_crossover=== 0: Sound channels are default 1: Sound channels are reversed [[Category:Client_variables]] 3f5031925f71fd9b9c6051a0979e872a56985805 Spectate 0 1579 3043 2008-05-05T12:54:26Z Ralphis 3 wikitext text/x-wiki ===spectate=== Using this command will set the client into spectator mode. Also see: [[join]] [[Category:Client_commands]] d25b27d49a45b6a70f8d94c277930371f7432288 Spoofing 0 1296 1324 1322 2006-03-29T12:55:41Z Voxel 2 wikitext text/x-wiki Pretending to be someone you're not. Sending data from a fake address. 7be8d150f0146a9decd294535a7f8429324e808a 1322 2006-03-29T12:53:04Z Voxel 2 wikitext text/x-wiki Pretending to be someone you're not. Connecting with a fake address. b5679f23e5af6e5972dfd50ec904fba5f017a1b5 Staff 0 1458 2286 2006-09-19T08:36:02Z Russell 4 wikitext text/x-wiki =Overview:= These are the people who help build and maintain odamex, nicknames as follows: ==Project Managers== * [[User:Manc|Manc]] * [[User:Ralphis|Ralphis]] ==Lead Programmers== * [[User:Voxel|Voxel]] (Oversees the development of the project, Major client/server developer) ==Programmers== * [[User:Russell|Russell]] (Launcher developer, Maintainer of Code::Blocks project, Minor client/server maintainer) * [[User:deathz0r|deathz0r]] (Source maintenance (Hexen code removal, positioning of source files)) * [[User:Anarkavre|Anarkavre]] ==Documentation== * [[User:AlexMax|AlexMax]] (Doc file maintainer) * [[User:Ralphis|Ralphis]] (Doc file maintainer, wiki article maintainer) f2763712b5d7e43520b5a77153e6c5e5205ddd44 Statistics 0 1387 3134 3133 2008-05-18T13:15:12Z Voxel 2 wikitext text/x-wiki {{stub}} This place collects interesting statistics about various aspects of the odamex project == SVN == * See the [http://odamex.org/stats stats] page. * See the [http://odamex.org/stats2 other stats] page. == Website Stats == See [http://odamex.net/sitestats Site stats] 54bf7178ec9398a3f8b2c607ea1a93fc2588c0b7 3133 3132 2008-05-18T13:15:05Z Voxel 2 wikitext text/x-wiki {{stub}} This place collects interesting statistics about various aspects of the odamex project == SVN == * See the [http://odamex.org/stats stats] page. * See the [http://odamex.org/stats2 other stats] page. == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs 2354b4d66527b3d6ad062f65cd49467c24d09f0c 3132 3131 2008-05-18T13:14:04Z Voxel 2 wikitext text/x-wiki {{stub}} This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == SVN == * See the [http://odamex.org/stats stats] page. * See the [http://odamex.org/stats2 other stats] page. == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs 8e8a2e3a027f8104a053ea2c8437eec067cd96ae 3131 2663 2008-05-18T13:05:32Z Voxel 2 wikitext text/x-wiki {{stub}} This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == * See the [http://odamex.org/stats stats] page. * See the [http://odamex.org/stats2 other stats] page. == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs ea8f1ee3bbe8dc01773f01a9dd30ce8961ede3db 2663 1898 2007-01-09T21:12:35Z Ralphis 3 wikitext text/x-wiki {{stub}} This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs 74da3e38ead44ff94d94f2a38fd70f39b47fc084 1898 1897 2006-04-07T03:32:31Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png|none|500x300px|Lines of code over revisions]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs 134e492d8b8850e6626ba34cf892d24ca8bff878 1897 1896 2006-04-07T02:41:53Z Voxel 2 /* Website Stats */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats Site stats] == IRC == todo: stats from IRC logs 336f48f13f8301e9d33188e7ad7332110527c476 1896 1895 2006-04-07T02:41:45Z Voxel 2 /* Website Stats */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats| Site stats] == IRC == todo: stats from IRC logs e9a653a03d411a097c1602f8fe007d16bcb98589 1895 1894 2006-04-07T02:41:26Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == Website Stats == See [http://odamex.net/sitestats] == IRC == todo: stats from IRC logs c116882bb8d349cd52b1bdad0768f89619817de8 1894 1893 2006-04-07T02:40:06Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code over revision === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs d8df3ced27b2776bd3c17c20211c5658d11b3f4b 1893 1892 2006-04-07T02:08:23Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! Linuxdoom only has about 45000 lines. [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs c16318aa1268fb866867ebb972b11f42b69c6379 1892 1891 2006-04-07T01:59:47Z Voxel 2 /* Bugs */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == === Open and Closed over time === todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs aaae3eb79270b95d08ac1c8414cbb54210370769 1891 1890 2006-04-07T01:59:00Z Voxel 2 /* Time of day */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === todo == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 02ca17cf4f43b55acb3d1e3647c30c1efab257b8 1890 1889 2006-04-07T01:58:48Z Voxel 2 /* Commit sizes */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === todo === Time of day === == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs ad127923b6d0c8dbe48115a014a7c2b0e94a8e59 1889 1888 2006-04-07T01:58:35Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] === Commit sizes === === Time of day === == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 2f0ab70495ba10a51dbab14e3389e722381f0a24 1888 1887 2006-04-07T01:57:37Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' === Files === todo === Compressed size === todo == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 5835495511bb83c36ec125d7c93652771105db40 1887 1886 2006-04-07T01:55:41Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == See the [[svn]] page. === Commits over time === [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 9d36a890128ba73dd6be7e440d4a24391c49ac51 1886 1885 2006-04-07T01:53:08Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! [[Image:Odamex LinesOfCode.png]] And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs ba597a356c154b237bd0baf811f69863ca7a94bb 1885 1884 2006-04-07T01:52:22Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|500x300px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 5f9c13701efe07b2f2ea230bcb61811e75a1b3f6 1884 1883 2006-04-07T01:52:13Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|500x200px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs ac7307876c6b2c5ac12e5050bbb803746a9fd4fb 1883 1882 2006-04-07T01:51:59Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|400x200px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs a05cf6d68bf095d5e773684c4ba9753bd9d84486 1882 1881 2006-04-07T01:51:50Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|thumbnail|400x200px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 891de64ee497da47341bb8ccc36c9aa339fcef4e 1881 1880 2006-04-07T01:51:39Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs a33b619082396e9a7030d4a4c2dfb74488467e2f 1880 1879 2006-04-07T01:51:31Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == SVN activity over time. See the [[svn]] page. [[Image:Commits_group_multi_author_graph.png|none|thumbnail|right|400x200px|SVN commits over time]] == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 9c45dc37924be088f6f6f621a1df2ac071ea533d 1879 1878 2006-04-07T01:51:15Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 6185b40e29159a24bc61fd133d083b5f38ec3011 1878 1877 2006-04-07T01:51:06Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|right|thumbnail|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 9497242ef92a519970848cb32c65a2615a7fc8ab 1877 1876 2006-04-07T01:50:58Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|thumbnail|right|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 35d89738a2fbd47c0ca121b0e197171ed381bfdd 1876 1875 2006-04-07T01:50:42Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|thumbnail|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 6185b40e29159a24bc61fd133d083b5f38ec3011 1875 1874 2006-04-07T01:50:12Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|thumbnail|left|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs c1afe87cd1ccb041ca90556a1753515dc138e163 1874 1873 2006-04-07T01:50:02Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|frame|thumbnail|left|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs bba770e339aacb51f8bbb699967f89c8ce5cec34 1873 1872 2006-04-07T01:49:30Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|left|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs efdc549ef0235e1f2727ef80434a0b8c0ec5e587 1872 1871 2006-04-07T01:49:18Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|none|center|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 1245a057bec642c1317951ad320e7ddf0b4fb675 1871 1870 2006-04-07T01:48:49Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|thumb|center|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 59660434ca818be34ef46faab3449d2c89707aa4 1870 1869 2006-04-07T01:48:40Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|frame|center|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs d791f05873338b8b8cf7d8369ee1720d726dc982 1869 1868 2006-04-07T01:48:27Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|thumb|center|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 59660434ca818be34ef46faab3449d2c89707aa4 1868 1867 2006-04-07T01:47:32Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|thumb|right|400x200px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs c00013518fbafda2e5f720c423e2143069b89961 1867 1866 2006-04-07T01:47:14Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|thumb|left|200x100px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 1f8170ff7fab543fd75af713735572fe8e92343b 1866 1865 2006-04-07T01:47:02Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|frame|left|200x100px|SVN commits over time]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 3dcdb936e5497ae854a15b17989472fc4d6d6139 1865 1864 2006-04-07T01:46:22Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|frame|left|200x100px]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 7f6764ef888b34fcf7e2cd6579a91186304e6611 1864 1863 2006-04-07T01:45:48Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left|200x100px]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs dd84ddd30a5ce557783c87f6b38b3461642202aa 1863 1862 2006-04-07T01:45:38Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left||290x100px]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs fc1480dcf2bc9610858cd51a0c91c0992bc6d129 1862 1861 2006-04-07T01:45:17Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 458d410d6d671e9d0ac4ee700d605b8bedb5b253 1861 1860 2006-04-07T01:45:08Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame|left|200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 6b9332ac91a15a5bff260862460042122a6e6b95 1860 1859 2006-04-07T01:44:30Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|SVN commits over time|frame||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs fe9974dd4069c954081df475da58479cadae1f35 1859 1858 2006-04-07T01:44:04Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|frame||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 510575fb74734337085e76db8133102d17d9bf79 1858 1857 2006-04-07T01:43:19Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png|||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs a4e4546ca57cb0b2e0c15a431b2674920ae841de 1857 1856 2006-04-07T01:43:10Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png||||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 362644a5871cea409f98c62004c2689596d606c9 1856 1855 2006-04-07T01:41:29Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png||200|100]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 9490aca93ec74ae6ba26b6630515e6ce8bd998d4 1855 1854 2006-04-07T01:40:35Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png]] SVN activity over time. See the [[svn]] page. == OdaWiki == todo: wiki stats == IRC == todo: stats from IRC logs 14d325ede5d2125dd4f297932cd7764775f6286e 1854 1853 2006-04-07T01:38:56Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Bugs == todo: stats from bugzilla == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png]] SVN activity over time. See the [[svn]] page. == IRC == todo: stats from IRC logs 2f798589e64fa8e13fe49777ee508a68143231f5 1853 1852 2006-04-07T01:37:44Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png]] SVN activity over time. See the [[svn]] page. == IRC == 8f7313e3f8c44d0cac211132891dbee5186830fc 1852 1851 2006-04-07T01:37:32Z Voxel 2 /* SVN */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == [[Image:Commits_group_multi_author_graph.png]] SVN activity over time. See the [[svn]] page. == IRC == 804b296115e203398562e21201d7e6909de47c92 1851 1850 2006-04-07T01:36:08Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done; cat loc''' == SVN == See the [[svn]] page == IRC == 970e33f6f1ee7b2bba6062c027b151f4342883c9 1850 1849 2006-04-07T01:34:23Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, the lines aren't hand-counted by slaves. We find scripts such as the following to be slightly cheaper for this purpose (and please don't flood the server): '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done''' == SVN == See the [[svn]] page == IRC == 221a8a51215993c77b624be0aac5c1aa78e44d46 1849 1848 2006-04-07T01:32:00Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, I didn't do this by hand, I used a script: '''for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done''' == SVN == See the [[svn]] page == IRC == 4fa3ed474d17d879d0f3a964840f0fdea11ec8af 1848 1847 2006-04-07T01:30:28Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! And no, I didn't do this by hand, I used a script: for i in `seq 1 13`; do svn update -r $(echo "$i*100"|bc); echo $(cat $(find . -iname "*.cpp") | wc -l) >> loc; done == SVN == See the [[svn]] page == IRC == 07f1dde7bc015b6e51a45fd121976e053705c35a 1847 1846 2006-04-07T01:28:26Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! == SVN == See the [[svn]] page == IRC == 29bad111a89676db0927f62cbe39e243faa3ef85 1846 1845 2006-04-07T01:28:02Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] LOC is not the best indicator of performance and is included here merely for entertainment value. At this rate (1300 revisions in 6 months), the graph suggests that we shall have no code remaining in 26 months! == SVN == See the [[svn]] page == IRC == 6d2e5abdd07d40e8a09f9477504500b38618b399 1845 1843 2006-04-07T01:25:33Z Voxel 2 /* Lines of code */ wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === [[Image:Odamex LinesOfCode.png]] == SVN == See the [[svn]] page == IRC == 07e9fa0a91607c1794e614fb89405a8fb7749fd8 1843 2006-04-07T01:23:46Z Voxel 2 wikitext text/x-wiki This place collects interesting statistics about various aspects of the odamex project == Code == === Lines of code === == SVN == See the [[svn]] page == IRC == 47c4f71782b9813070eef46b330118a9ce9811ba Stoplog 0 1658 3375 2010-01-05T03:09:35Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[logging#stoplog]][[Category:Server_commands]][[Category:Client_commands]] 8a7724b6e4cb6756564eab483e91ef0bed379930 Subversion 0 1300 3861 3860 2018-05-01T21:16:46Z HeX9109 64 wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Github respository? == Odamex's Github repository can be accessed using the following URL: <pre>https://github.com/odamex/odamex</pre> == What is Odamex's Github access policy? == Read-only access to Odamex's Github repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download" == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 36bb184dbcda0586efb8c092b0d1770aecd3d6ea 3860 3859 2018-05-01T21:16:21Z HeX9109 64 /* What is Odamex's Subversion access policy? */ wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Github respository? == Odamex's Github repository can be accessed using the following URL: <pre>https://github.com/odamex/odamex</pre> == What is Odamex's Github access policy? == Read-only access to Odamex's Github repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download" == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 547c75780fde75e002a88f580002452cbbd499d1 3859 3858 2018-05-01T21:15:17Z HeX9109 64 /* How do I manage Github? */ wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Github respository? == Odamex's Github repository can be accessed using the following URL: <pre>https://github.com/odamex/odamex</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download" TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download." == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 096cbeaabcce7e8b590de95885857f655cdf463a 3858 3857 2018-05-01T21:14:14Z HeX9109 64 /* How do I manage gibhub? */ wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Github respository? == Odamex's Github repository can be accessed using the following URL: <pre>https://github.com/odamex/odamex</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. TO DO: How to use Github and download the source. For now you can download the latest version of the source as a zip file under the green button labelled "Clone or download" ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 04018e3a1ffaf14431b60ee21ed3a024a5857b16 3857 3856 2018-05-01T21:12:41Z HeX9109 64 /* How do I access Odamex's Github respository? */ wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Github respository? == Odamex's Github repository can be accessed using the following URL: <pre>https://github.com/odamex/odamex</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 3f6b5273637d717742a6b1a9755fe398140f5feb 3856 3819 2018-05-01T21:11:53Z HeX9109 64 /* What is Subversion? */ wikitext text/x-wiki == What is Github? == Github is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF c26f49eaa109ff4e7337dec5d4f88f02e3cd1078 3819 3818 2015-01-27T03:19:38Z Manc 1 /* What is Subversion? = */ wikitext text/x-wiki == What is Subversion? == [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF d21050e16001e29f2fa7bfabca0510f483866e4d 3818 3759 2015-01-27T03:19:13Z Manc 1 wikitext text/x-wiki = What is Subversion? == [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 9d2e4bdaef57d994e4f354a6e764f31aede51ef4 3759 3504 2012-12-20T02:43:42Z AlexMax 9 wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF c2bd88dde04bad2f2518c89fcfa46889f2db4ba1 3504 3249 2011-07-09T15:00:40Z AlexMax 9 /* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/trunk odamex; cd odamex; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 787f8339729338fc1771c453f05ae39dae68302f 3249 3248 2008-07-18T20:32:17Z Voxel 2 /* Guidelines for maintainers */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog.php?count=100 changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 42c9dd7f8d9c46a9bf4d8f8179fcbe989e88443c 3248 3247 2008-07-18T20:31:44Z Voxel 2 /* How can I be notified when the repository updates? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog.php?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF e6e7f3699115f2e58388a1fe7758754189e29d67 3247 3173 2008-07-18T20:31:18Z Voxel 2 /* How can I be notified when the repository updates? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog?count=100 The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 384c1072c07bc3f6ed1911ebc26d9f097a64dfcd 3173 3010 2008-05-31T05:17:03Z Manc 1 /* How is Odamex's repository organized */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destroyed ** tags *** Each stable and development release is tagged. This is starting with 0.4 and will be back-tagged for prior releases. == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 9a5deb5498bb5e2092c8d3f497eaadfe68aadd6b 3010 2906 2008-03-28T16:27:10Z AlexMax 9 /* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co http://odamex.net/svn/root/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF c6a0178b9bfbcf98750fdee0fba3f1bb77a9a8e0 2906 2845 2007-04-14T17:31:41Z Voxel 2 /* I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make && ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 710b6f94f4d0f155a16321f58484a5d0bd0f815a 2845 2737 2007-02-06T17:06:55Z Voxel 2 /* Update */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. To get a specific revision, use the "-r" parameter. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF d0b927f704ea61fe4d4f792155c9ea7a431ea272 2737 2736 2007-01-20T04:25:08Z AlexMax 9 wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == I don't feel like reading this whole document. How do I obtain and compile Odamex from Subversion? == Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre> == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF ce1b7ee897718dcedde4e9b93224480ce7bbbd5d 2736 2727 2007-01-20T03:07:42Z Voxel 2 /* How do I access Odamex's Subversion respository? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> Following is the cheat-sheet command to build and run odamex from svn on a typical *nix system. This command is not guaranteed to work, in fact it is more likely to fail, you should not use it unless you understand what it does. <pre>cd; svn co svn://odamex.net:3000/ odamex; cd odamex/trunk; make; ./odamex</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 0082474bd1fc34a073c63745ffe675dc33a94083 2727 2726 2007-01-19T17:52:57Z AlexMax 9 /* What is Odamex's Subversion access policy? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 770fab459149de8ba02ba016dfb8f52917a761e3 2726 2701 2007-01-19T17:52:32Z AlexMax 9 /* How do I access Odamex's Subversion respository? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>http://odamex.net/svn/root/</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. '''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.''' == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 707c2f982d61ab467c4c03f01b8a872580546445 2701 2700 2007-01-18T21:00:16Z AlexMax 9 /* Update */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>Insert the SVN URL here</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. '''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.''' == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <pre>svn update <local directory></pre> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 772b8699623b56a000dd2ea8d41ca27aff1cc999 2700 2698 2007-01-18T21:00:03Z AlexMax 9 /* Checkout */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>Insert the SVN URL here</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. '''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.''' == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <pre>svn checkout <server name> <destination directory></pre> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 2bacd52d5ab36fc412358a04bed2b88f8ab5c134 2698 2697 2007-01-18T20:58:11Z AlexMax 9 /* How do I access Odamex's Subversion respository? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Odamex's subversion repository can be accessed using the following URL: <pre>Insert the SVN URL here</pre> == What is Odamex's Subversion access policy? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. '''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.''' == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 4b856b696c755c5fd15f4c401a928a21171130d3 2697 2601 2007-01-18T20:53:56Z AlexMax 9 /* How do I access Odamex's Subversion? */ wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion respository? == Read-only access to Odamex's Subversion repository is public, meaning that anyone can checkout the source for their own purposes, including modification and compilation. However, further repository access, such as Commit access, is restricted based on our [[Policy]]. If you wish to contribute to Odamex, please send a [[patch]] to one of the indicated [[MAINTAINERS]]. Those that contribute considerable time to improve the Odamex source may be granted full or partial access. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). Inactive accounts will tend to get frozen or disabled after a certain length of time. '''Note: As of January 18, 2007, read-only access to Odamex's Subversion repository is not yet public.''' == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 6eb2423a67a02132c9f7fcb7b3fab4a437d3a8c1 2601 2600 2006-11-16T03:22:08Z Manc 1 wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027, taken 14/11/06.]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion? == Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF fa64d65d82010642159fb49a3eb8f91f99d91c87 2600 2551 2006-11-16T03:21:37Z Manc 1 Updated image to revision 2027 wikitext text/x-wiki [[Image:Commits_group_multi_date_graph_2027.png|thumb|Graph of svn activity up to revision 2027]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion? == Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 66e2ba44ab50eb9cec51acc907bd6421cac295ef 2551 2550 2006-11-10T00:34:07Z AlexMax 9 /* Checkout */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion? == Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The process of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 218ceb8c38c23a0bea7966b6c3861a04eab58851 2550 2548 2006-11-10T00:33:54Z AlexMax 9 Stupid me, RapidSVN is wx, not GTK wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion? == Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The act of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: wxWidgets based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF b20298fec05a1cc2dc828a266335447c0883d42c 2548 2545 2006-11-10T00:25:39Z AlexMax 9 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] == What is Subversion? == Subversion is the current version control repository used to maintain the Odamex source code. In layman's terms, it allows multiple people to be working on the same project at the same time while giving those same people the facilities to recognize collisions between two contributors code. == How do I access Odamex's Subversion? == Access is restricted based on our [[Policy]]. Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). == How do I use a subversion client? == This depends on the subversion client you happen to be using. However, there are some terms that you should recognize that are consistant between clients. ===Checkout=== The act of '''checking out''' means that you connect to the subversion server and it downloads a revision of the code you specify and places it into a newly created subversion filesystem on your local hard drive. By default, the HEAD(latest) revision is the one that is checked out, and probably the one that you are most interested in. This is how you check out from the command line: <tt>svn checkout <server name> <destination directory></tt> ===Update=== Once you check out a revision of odamex's source code, your local version of the code stays that way. If a newer version of the code comes out, you have two options. You can either check out a new version of the code into a seporate directory, or you can '''update''' the existing code that you already have. Note that any changes you have made to your local copy are kept, and not discarded, and if the version you download from the server collides with any of your changed files, subversion will tell you this, and you must handle the conflict between your local copy and the server's repository manually, usually through a revert, or by creating a new local copy so you don't lose your hard work.. This is how you update from the command line: <tt>svn update <local directory></tt> Note that you do not need to specify the server, as subversion remembers the server where your local copy originated from. ==What Subversion clients are avalable?== There are many, many subversion clients avalable: * [http://subversion.tigris.org/ Subversion]: Command Line client for multiple platforms. * [http://tortoisesvn.tigris.org/ TortiseSVN]: Windows Explorer extension for Windows. * [http://rapidsvn.tigris.org/ RapidSVN]: GTK based GUI client for multiple platforms. == How is Odamex's repository organized == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - Bleeding-edge development, expect things to break often ** '''branches''' *** '''stable''' - The latest stable version, merged with trunk when features mature *** '''ogl_hack''' - A very experimental attempt at creating an OpenGL-based renderer for Odamex *** other temporary branches may be created or destoryed ** tags == How can I be notified when the repository updates? == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] by the odasvn bot. == Guidelines for maintainers == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 21e4dca213beb12f52de4cd846beda2e58f87e75 2545 2316 2006-11-10T00:04:49Z AlexMax 9 Svn moved to Subversion wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). 093eb3ff04972003a158fcfbe345e1d29e5d37b1 2316 2315 2006-09-23T19:08:23Z 86.143.3.146 0 /* Guidelines */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for examples) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). 093eb3ff04972003a158fcfbe345e1d29e5d37b1 2315 2303 2006-09-23T19:07:14Z 86.143.3.146 0 /* Guidelines */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Refer to bugs and revision numbers in your commits (e.g. "fixes bug 1 caused by r1234") ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). 6c9b43899e040eb77bdd3fd137e64c3f7ec70ce3 2303 2301 2006-09-21T21:28:08Z 86.143.3.146 0 /* Access */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. Generally, the [[Policy|project manager(s)]] will administrate this access with the guidance of the lead coder(s). 26bf7f131c94f86513b8d5bf59400b068f678bcd 2301 2300 2006-09-21T21:26:29Z 86.143.3.146 0 /* Access */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that contribute considerable time to improve the odamex source may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. ba4e15294de14091edc3a1fccd7f7f844d07b629 2300 2296 2006-09-21T21:26:05Z 86.143.3.146 0 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF == Access == Those that commit considerable time to improve odamex may be granted full or partial access. Inactive accounts will tend to get frozen or disabled. 7ae69047ac14025324836d185339b42a1541a5bc 2296 2069 2006-09-20T06:35:56Z 60.234.130.11 0 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ** Change EOL modes of files, All files should be LF 6df4ef9f8e316212668b0376d1db642dbe76e78e 2069 2068 2006-04-13T16:19:18Z Voxel 2 /* Guidelines */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes ** Test your changes before every commit * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Make giant monolithic commits ** Make major changes without consulting maintainers ** Make frivolous commits ** Overwrite other people's recent work without asking them ea523b7df4f5f59e367b9d8e33aee282aad7475c 2068 2067 2006-04-13T16:17:33Z Voxel 2 /* Guidelines */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Commit giant monolithic commits ** Overwrite other people's recent work without asking them ** Make major changes without consulting maintainers ** Make frivolous commits 6699d88c1aaf4a0a819d248ab0c498b67c1ea6eb 2067 2066 2006-04-13T16:13:49Z Voxel 2 /* Guidelines */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) ** Seek comments on bugzilla and forum before making major changes * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Commit giant monolithic commits ** Overwrite other people's recent work without asking them ** Make major changes without consulting maintainers 711604b4b5eecfb899a9802908b99f3b5bbde7e3 2066 2065 2006-04-13T16:10:46Z Voxel 2 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] == Guidelines == * Do ** Regularly update your working copy ** Commit individual improvements and corrections to the existing code ** Separate your commits semantically ** Make an informative comment with each commit ** Mention related bugs and revisions (see [http://odamex.net/changelog changelog] for format) * Do not ** Commit broken code to trunk or stable ** Commit untested code to stable ** Commit giant monolithic commits 2f23d647cb17b74da2b508f1285f9a4275db091a 2065 2064 2006-04-13T16:03:04Z Voxel 2 /* Directory structure */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * '''[http://www.odamex.net/svn root]''' ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** other temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] 4e4a1199d44572140038d3214490c7c343013fac 2064 1418 2006-04-13T16:02:10Z Voxel 2 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Directory structure == Each branch keeps an entire odamex source tree. * [root] ** '''trunk''' - bleeding edge development, may not always work ** '''branches''' *** '''stable''' - synchronised with trunk when features mature *** '''ogl_hack''' - a half-hearted attempt at accelerating the renderer *** '''...''' - temporary branches may be created or destoryed ** tags == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] 4e35717d90c46139158ffea6d0d9caf5280609b5 1418 1417 2006-03-30T18:46:49Z Voxel 2 /* Tested clients */ wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://subversion.tigris.org/ svn] * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] 302badb139027e7560e45e4cd091c151346dc210 1417 1373 2006-03-30T18:45:39Z Voxel 2 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. == Tested clients == * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] * svn for UNIX == Change notification == Any changes to our svn repository are reported in: * [http://odamex.net/changelog The Odamex Changelog] * [[IRC|The Odamex IRC Channel]] 9f830ec92c1c5ff21c65319f1cf3897f0c32944d 1373 1354 2006-03-30T15:35:10Z 80.168.139.168 0 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVersion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients: * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] * svn for UNIX ca0b6478ff29101aae873f1d280f3bbfccb55aed 1354 1353 2006-03-29T14:23:53Z Voxel 2 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb|Graph of svn activity up to revision 1254]] SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients: * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] * svn for UNIX 1069073f63146a6959c66d82180fd8d786061cb4 1353 1334 2006-03-29T14:23:28Z Voxel 2 wikitext text/x-wiki [[Image:Commits_group_multi_author_graph.png|thumb]] SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients: * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] * svn for UNIX f780e5f11f99f8ead3b2461df597cab4dd877ee7 1334 1333 2006-03-29T13:14:12Z Voxel 2 wikitext text/x-wiki SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients: * [http://tortoisesvn.tigris.org/ tortoisesvn] for [[Windows]] * svn for UNIX 7a2d16b2b6c61939fc0d14c77b9c682054f31dd0 1333 1332 2006-03-29T13:13:56Z Voxel 2 wikitext text/x-wiki SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. Recommended clients: * [http://tortoisesvn.tigris.org/ tortoisesvn] for Windows * svn for UNIX 7efac31ebe3b253a97dc8758a1a7d01e033102fa 1332 2006-03-29T13:11:19Z Voxel 2 wikitext text/x-wiki SubVerSion is the current version control repository used to maintain the odamex source code. Access is restricted based on our [[Policy]]. 883db9fca641a0727b28b508b594db8454fe4c24 Sv aircontrol 0 1730 3562 2011-08-11T19:02:01Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Sv allowcheats 0 1664 3391 2010-08-06T03:33:42Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Abuse_Prevention#allowcheats]][[Category:Server_variables]] 6757127c294f9a01bb8c62bc761924707edb2e9a Sv allowexit 0 1665 3392 2010-08-06T03:34:23Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#allowexit]][[Category:Server_variables]] 1489b41a82e9a5fa7c54c6353432687bbbb34bb7 Sv allowjump 0 1691 3461 3418 2010-08-23T11:14:36Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3418 2010-08-06T04:03:31Z Ralphis 3 wikitext text/x-wiki ===sv_allowjump=== 0: Disables player jumping (default) 1: Enables player jumping [[Category:Server_variables]] __NOEDITSECTION__ 398d86898e24e8e3c7430b9ac43f2fc9bbf93d4d Sv allowmovebob 0 1761 3635 2012-04-03T17:55:45Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 Sv allowpwo 0 1751 3620 2012-04-01T16:45:15Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 Sv allowredscreen 0 1750 3619 2012-04-01T16:43:17Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 Sv allowtargetnames 0 1692 3463 3420 2010-08-23T11:15:38Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3420 3419 2010-08-06T04:04:22Z Ralphis 3 wikitext text/x-wiki ===sv_allowtargetnames=== 0: Disables the name targeting system<br> 1: Enables clients to use the name targeting system<br> [[Category:Server_variables]] __NOEDITSECTION__ 82f99a01fb4753055d9f61b1a5d7a39a840c5f85 3419 2010-08-06T04:04:05Z Ralphis 3 wikitext text/x-wiki ===sv_allowtargetnames=== 0: Disables the name targeting system 1: Enables clients to use the name targeting system (default) [[Category:Server_variables]] __NOEDITSECTION__ f7f445d5c3808519f0d4dab8763826a8b6f91485 Sv antiwallhack 0 1666 3393 2010-08-06T03:36:05Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Abuse_Prevention#antiwallhack]][[Category:Server_variables]] 505f5ad21f1e52d2d1640c925a7237c14dd0528f Sv callvote coinflip 0 1753 3625 2012-04-01T17:03:50Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Coinflip]][[Category:Server_variables]] f9eef67c585eb657e0180629b63e52e1884d5779 Sv callvote forcespec 0 1755 3627 2012-04-01T17:04:26Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Force]][[Category:Server_variables]] 3fa61cdd136bce19f51355099ecebef654e7e9ad Sv callvote fraglimit 0 1747 3609 2012-02-12T16:34:05Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Fraglimit]][[Category:Server_variables]] 3ad655697ef0d71eb227f7330ad1fd3729b81c99 Sv callvote kick 0 1746 3608 2012-02-12T16:33:43Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Kick]][[Category:Server_variables]] e528bc76de64ee1124aca956022a4cfb87ee214b Sv callvote map 0 1745 3607 2012-02-12T16:32:52Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Map]][[Category:Server_variables]] 04550ce6c56bbb1915c1dfa398e23d0621aa8ac5 Sv callvote nextmap 0 1756 3628 2012-04-01T17:04:44Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Nextmap]][[Category:Server_variables]] 76e67816e48d50021ecb1e132dd219cb2ab8c8a6 Sv callvote randcaps 0 1758 3630 2012-04-01T17:05:16Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Random Captains]][[Category:Server_variables]] f55f64578c79b2ab20cd3a4ffd3b03d31f7c2bff Sv callvote randmap 0 1757 3629 2012-04-01T17:04:59Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Random Map]][[Category:Server_variables]] 0c57cad965b938963bf40720893e9895d405af84 Sv callvote randpickup 0 1759 3631 2012-04-01T17:05:33Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Random Pickup]][[Category:Server_variables]] c796c2e94fcf13354787957f03e6f117d2841b55 Sv callvote restart 0 1754 3626 2012-04-01T17:04:05Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Restart]][[Category:Server_variables]] b4ac1562aed80c6430a30a0c2ec19de853c1ef46 Sv callvote scorelimit 0 1749 3611 2012-02-12T16:34:52Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Scorelimit]][[Category:Server_variables]] 6de953c7b18131de79767288d264d1f62bcd2c56 Sv callvote timelimit 0 1748 3610 2012-02-12T16:34:25Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Timelimit]][[Category:Server_variables]] 03381b1311e7badae6b2fab148e8f87f0819d5ca Sv curmap 0 1670 3397 2010-08-06T03:41:35Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#curmap]][[Category:Server_variables]] fa04b2dd9cb22dd5f405f6f8d0eafb0ec7ec7240 Sv doubleammo 0 1667 3464 3394 2010-08-23T11:15:53Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3394 2010-08-06T03:38:14Z Ralphis 3 wikitext text/x-wiki ===doubleammo=== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. [[Category:Server_variables]] 3eb9efeef743fa5e5547f22ab6a097f8389b191c Sv email 0 1668 3395 2010-08-06T03:39:08Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#email]][[Category:Server_variables]] f93c63bc83e67f1470b64804b7cb6e32a9789e02 Sv emptyfreeze 0 1752 3622 2012-04-01T16:53:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#emptyfreeze]][[Category:Server_variables]] 6dd6409c4bac116707b427a0f46193e374e333b8 Sv emptyreset 0 1669 3396 2010-08-06T03:39:45Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#emptyreset]][[Category:Server_variables]] ab8e513752d924f20bad13eaeab33930de6c33d4 Sv endmapscript 0 1671 3398 2010-08-06T03:42:27Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_scripts]][[Category:Server_variables]] 4564d3afed988236845c043d030bb15715173e93 Sv fastmonsters 0 1694 3465 3423 2010-08-23T11:16:06Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3423 2010-08-06T04:13:29Z Ralphis 3 wikitext text/x-wiki ===sv_fastmonsters=== 0: Monsters move at regular speed 1: Monsters move at nightmare speed, regardless of skill level. [[Category:Server_variables]] 0ed6c6ae7fa91078bd631767691e420da3d55df6 Sv flooddelay 0 1672 3399 2010-08-06T03:43:14Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Abuse_Prevention#flooddelay]][[Category:Server_variables]] da4fc59e2cb2a291e1e89b73b21f004d8b423b8c Sv forcerespawn 0 1734 3570 2011-08-18T00:57:58Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype]][[Category:Server_variables]] f6ae1f3936da1f623a3bd91c4af77cae56ecf4ba Sv forcerespawntime 0 1735 3571 2011-08-18T00:58:19Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype]][[Category:Server_variables]] f6ae1f3936da1f623a3bd91c4af77cae56ecf4ba Sv fragexitswitch 0 1673 3400 2010-08-06T03:46:32Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#fragexitswitch]][[Category:Server_variables]] 8ba72a620564a2f08787e02763bb1a68863e237c Sv fraglimit 0 1674 3401 2010-08-06T03:47:42Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#fraglimit]][[Category:Server_variables]] 74e47ee0ae7b68c77b8b3ecad7fdd5eac8efeac8 Sv freelook 0 1621 3462 3252 2010-08-23T11:15:25Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3252 2008-07-20T10:39:54Z GhostlyDeath 32 wikitext text/x-wiki ===sv_freelook=== 0: Disables player freelook (default) 1: Enables player freelook NOTE: This variable exists in 0.4.1 and up and replaced allowfreelook. [[Category:Server_variables]] __NOEDITSECTION__ da0396ef0ba5574654972857b05e45b6131794f6 Sv friendlyfire 0 1707 3450 2010-08-06T05:37:30Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[sv_gametype#sv_friendlyfire]][[Category:Server_variables]] 610e3c65c0de98f5e5f306c94be1dfa7ace13c2f Sv gametype 0 1663 3634 3621 2012-04-03T17:55:25Z Ralphis 3 wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Client Behavior CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow Preferred Weapon Order==== Usage: '''sv_allowpwo (0-1)''' When enabled, players can choose when or if to switch to a newly picked up weapon automatically. ====Allow Red Damage Screen Toggle==== Usage: '''sv_allowredscreen (0-1)''' When enabled, players can modify the intensity of their red damage screen. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Allow Weapon Bobbing Toggle==== Usage: '''sv_allowmovebob (0-1)''' When enabled, players can modify the behavior of weapon swaying/bobbing. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Force Player Respawn==== Usage: '''sv_forcerespawn (0-1)''' When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''. ====Force Player Respawn Time==== Usage: '''sv_forcerespawntime (#)''' Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. === Map Environment CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. === Post-Game CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Intermission Timeleft Countdown==== Usage: '''sv_inttimecountdown (0/1)''' {{Latched}} When enabled, clients will see a countdown to the start of the next round during the intermission screen. [[Category:Server_variables]] ca4ebf856bec3036b68367943421e8e32c8c3454 3621 3569 2012-04-01T16:46:11Z Ralphis 3 wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Client Behavior CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow No Weapon Bobbing==== Usage: '''sv_allownobob (0-1)''' When enabled, players can toggle the normal behavior of weapon swaying. ====Allow Preferred Weapon Order==== Usage: '''sv_allowpwo (0-1)''' When enabled, players can choose when or if to switch to a newly picked up weapon automatically. ====Allow Red Damage Screen Toggle==== Usage: '''sv_allowredscreen (0-1)''' When enabled, players can modify the intensity of their red damage screen. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Force Player Respawn==== Usage: '''sv_forcerespawn (0-1)''' When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''. ====Force Player Respawn Time==== Usage: '''sv_forcerespawntime (#)''' Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. === Map Environment CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. === Post-Game CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Intermission Timeleft Countdown==== Usage: '''sv_inttimecountdown (0/1)''' {{Latched}} When enabled, clients will see a countdown to the start of the next round during the intermission screen. [[Category:Server_variables]] 5765c819a2633896758e3200cb3bab5b59667fbe 3569 3563 2011-08-18T00:56:00Z Ralphis 3 Further changes and split some other sections wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Client Behavior CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow No Weapon Bobbing==== Usage: '''sv_allownobob (0-1)''' When enabled, players can toggle the normal behavior of weapon swaying. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Force Player Respawn==== Usage: '''sv_forcerespawn (0-1)''' When enabled, players are forced to respawn within the amount of time specified in '''sv_forcerespawntime'''. ====Force Player Respawn Time==== Usage: '''sv_forcerespawntime (#)''' Only used when '''sv_forcerespawn''' is set to 1. Measured in seconds, this number will determine how long until a player is forced to respawn. The Odamex default is 30 seconds. Can be set to 0 for instant respawns. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. === Map Environment CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. === Post-Game CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Intermission Timeleft Countdown==== Usage: '''sv_inttimecountdown (0/1)''' {{Latched}} When enabled, clients will see a countdown to the start of the next round during the intermission screen. [[Category:Server_variables]] 92184efb8e7fcf0e81a93354c37a1480bb6abcf8 3563 3541 2011-08-11T19:04:06Z Ralphis 3 wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Other Game Changing CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow No Weapon Bobbing==== Usage: '''sv_allownobob (0-1)''' When enabled, players can toggle the normal behavior of weapon swaying. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. === Post-Game CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Intermission Timeleft Countdown==== Usage: '''sv_inttimecountdown (0/1)''' {{Latched}} When enabled, clients will see a countdown to the start of the next round during the intermission screen. [[Category:Server_variables]] b28789d4f797a0a9bad9ddd6aed4502c70a1ecff 3541 3460 2011-08-11T17:46:45Z Ralphis 3 wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Other Game Changing CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. === Post-Game CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Intermission Timeleft Countdown==== Usage: '''sv_inttimecountdown (0/1)''' {{Latched}} When enabled, clients will see a countdown to the start of the next round during the intermission screen. [[Category:Server_variables]] f137fb34f900b3d88a0062c135f684cbcda1d4b7 3460 3449 2010-08-23T11:13:16Z Ralphis 3 wikitext text/x-wiki __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' {{Latched}} The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' {{Latched}} Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' {{Latched}} This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. === Other Game Changing CVARs === '''''NOTE: All of the following cvars change the default behavior of Doom and are disabled by default.''''' ====Allow Jump==== Usage: '''sv_allowjump (0-1)''' When enabled, players will be able to jump. This may break intended game play on some maps. ====Allow Freelook==== Usage: '''sv_freelook (0-1)''' When enabled, players will be able to aim on the vertical axis. This may break intended game play on some maps. ====Allow Target Names==== Usage: '''sv_allowtargetnames (0-1)''' When enabled, players will be able to use Odamex's targeting system, which displays the names of other players within one's line of sight. ====Double Ammo==== Usage: '''sv_doubleammo (0-1)''' When enabled, weapons and ammo give double the ammo given, regardless of the difficulty setting. Great for map packs that change weapon layouts depending on the difficulty setting. ====Fast Monsters==== Usage: '''sv_fastmonsters (0-1)''' When enabled, monsters will move at nightmare speed regardless of skill level. Monsters will always move fast on nightmare skill regardless of this cvar. ====Infinite Ammo==== Usage: '''sv_infiniteammo (0-1)''' When enabled, players will never drain ammo regardless of how much they fire their weapons. ====Items Respawn==== Usage: '''sv_itemsrespawn (0-1)''' {{Latched}} When enabled, items respawn after being picked up after a certain amount of time. If disabled, items disappear after being picked up. They do not come back until the map has ended. ====Item Respawn Time==== Usage: '''sv_itemrespawntime (#)''' Only used when '''sv_itemsrespawn''' is set to 1. Measured in seconds, this number will determine how long until respawning an item that was picked up. The Doom and Odamex default is 30 seconds. ====Max Corpses==== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. ====Monsters Respawn==== Usage: '''sv_monstersrespawn (0/1)''' When enabled, monsters will respawn regardless of skill level. Monsters will always respawn on nightmare skill regardless of this cvar. ====No Monsters==== Usage: '''sv_nomonsters (0/1)''' {{Latched}} When enabled, no monsters will spawn on any map. This is typically enabled for competitive game modes. ====Unblock Players==== Usage: '''sv_unblockplayers (0/1)''' {{Latched}} When enabled, players will be able to freely pass through each other. Potentially useful for coop games where players may attempt to block others or to prevent spawn fragging in large coop games without enough player starts. ====Weapons Stay==== Usage: '''sv_weaponstay (0/1)''' {{Latched}} When enabled, weapons will not disappear after being picked up by a player. Unlike the other cvars listed here, this is enabled by default as almost every multiplayer mode traditionally uses this setting. [[Category:Server_variables]] fe5184ec6ef3a15261c02bfe5cf1ea9704d47aa4 3449 3448 2010-08-06T05:36:16Z Ralphis 3 wikitext text/x-wiki {{Latched}} __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An examples of its potential application in different game modes, see [[sv_teamspawns]]. [[Category:Server_variables]] a2d2bb92fd386db0f1adfb82577010a37d9a124d 3448 3389 2010-08-06T05:35:23Z Ralphis 3 wikitext text/x-wiki {{Latched}} __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. === Relevant Teamplay CVARs === ====Friendly Fire==== Usage: '''sv_friendlyfire (0-1)''' This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes. If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents. ====Teams in Play==== Usage: '''sv_teamsinplay (0-2)''' Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions. ====Team Spawns==== Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. An example of its potential application in the CTF gametype is as follows: If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior. [[Category:Server_variables]] 477bdfa3060fede14e90f6b96345e0e6e5ecb3a5 3389 2010-08-06T03:28:22Z Ralphis 3 wikitext text/x-wiki {{Latched}} __NOEDITSECTION__ ===Gametype=== Usage: '''sv_gametype (#)''' The sv_gametype [[cvar]] was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars. For example, in the past server administrators were required to set three different variables to run a CTF game. '''deathmatch 1''', '''teamplay 1''', and '''usectf 1'''. This could not only be confusing but would cause issues for players if one of these was not set correctly. In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set '''sv_gametype 3'''. This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number. ===The Gametypes=== For an explanation on the gametypes within Odamex, visit [[How_to_play#Game_Types | Game Types]]. ====Cooperative==== Usage: '''sv_gametype 0''' ====Deathmatch==== Usage: '''sv_gametype 1''' This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:<br> *'''-deathmatch:''' sv_itemsrespawn 0, sv_weaponstay 1 *'''-altdeath:''' sv_itemsrespawn 1, sv_weaponstay 0 *'''"Newschool":''' sv_itemsrespawn 1, sv_weaponstay 1 ====Team Deathmatch==== Usage: '''sv_gametype 2''' A useful variable server administrators may want to look into for TDM is [[sv_teamspawns]]. ====Capture the Flag==== Usage: '''sv_gametype 3''' There are a few useful variables for server administrators relating to this game mode. Visit [[Capture_The_Flag]] for more information. [[Category:Server_variables]] 2e45ac99c23231733a6c7d89281c27390dbb427f Sv globalspectatorchat 0 1699 3431 2010-08-06T04:43:15Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Abuse_Prevention#globalspectatorchat]][[Category:Server_variables]] d8a9d5fb420991876739492c0db021b48eeeeb42 Sv gravity 0 1729 3560 2011-08-11T18:59:46Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Compatibility_Options]][[Category:Server_variables]] 4c228fbe56113899d1e415b2b14c847f566d1135 Sv hostname 0 1675 3402 2010-08-06T03:48:43Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#hostname]][[Category:Server_variables]] 36f8b9daf0c5f4f117c9a72748fb3abbf4417083 Sv infiniteammo 0 1695 3466 3424 2010-08-23T11:16:19Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3424 2010-08-06T04:14:27Z Ralphis 3 wikitext text/x-wiki ===sv_infiniteammo=== 0: Players do not have infinite ammo 1: Players have infinite ammo [[Category:Server_variables]] 2cabf37970b060b27afd90a89821872c2906afe9 Sv intermissionlimit 0 1740 3602 2012-02-04T22:51:01Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#intermissionlimit]][[Category:Server_variables]] 333913f6fb822c3010609edfa4de17298d5b05f5 Sv inttimecountdown 0 1719 3542 2011-08-11T17:47:32Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Post-Game_CVARs]][[Category:Server_variables]] 069586782ef5ea65fe76347fbcc0b81ab3d4aa80 Sv itemrespawntime 0 1696 3468 3425 2010-08-23T11:16:52Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3425 2010-08-06T04:20:15Z Ralphis 3 wikitext text/x-wiki ===sv_itemrespawntime=== Usage: sv_itemrespawntime # # = seconds for item to respawn [[Category:Server_variables]] 5dbd70b8f11a579c0438019eef57252172f0eded Sv itemsrespawn 0 1676 3467 3403 2010-08-23T11:16:33Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3403 2010-08-06T03:50:25Z Ralphis 3 wikitext text/x-wiki {{Latched}} ===sv_itemsrespawn=== 0: Items dissappear after being picked up. They do not come back until the map has ended.<br> 1: With certain exceptions, items respawn after being picked up after a certain amount of time.<br> [[Category:Server_variables]] 4d9cb222cf3c89d64f1dee3d8560ff0face650fc Sv loopepisode 0 1677 3404 2010-08-06T03:51:46Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#loopepisode]][[Category:Server_variables]] 34b24f3a7aa145c4a69f62f347c754998bd1b213 Sv maxclients 0 1678 3405 2010-08-06T03:52:37Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#maxclients]][[Category:Server_variables]] a060e18ad2ec05cfe1f46a90d11a549aef878eb2 Sv maxcorpses 0 1704 3469 3440 2010-08-23T11:17:09Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3440 2010-08-06T05:04:27Z Ralphis 3 wikitext text/x-wiki ===sv_maxcorpses=== Usage: '''sv_maxcorpses (#)''' Controls the amount of dead player bodies that can be on a map. Useful to limit on servers with large player volumes. [[Category:Server_variables]] 2c5ad68b0cb42fd3d7b3dec3cc5548daddd47ac9 Sv maxplayers 0 1679 3406 2010-08-06T03:53:16Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#maxclients]][[Category:Server_variables]] a060e18ad2ec05cfe1f46a90d11a549aef878eb2 Sv maxrate 0 1700 3434 2010-08-06T04:57:13Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#maxrate]][[Category:Server_variables]] e2e279ab276a2c922143f4af0232d073db04a5d4 Sv monstersrespawn 0 1680 3470 3407 2010-08-23T11:17:23Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3407 2010-08-06T03:54:07Z Ralphis 3 wikitext text/x-wiki ===sv_monstersrespawn=== 0: monsters don't respawn 1: monsters respawn (default) [[Category:Server_variables]] 4b75f56583084a598d3dc73d3df791a6515d6822 Sv motd 0 1698 3429 2010-08-06T04:27:01Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#motd]][[Category:Server_variables]] 803de9c49c5a46952e60d052e533b442d02d87b2 Sv natport 0 1701 3435 2010-08-06T04:57:30Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#natport]][[Category:Server_variables]] d73652b2826a25e4ee1a2592e93a52d9b99e4196 Sv networkcompression 0 1702 3436 2010-08-06T04:57:49Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#networkcompression]][[Category:Server_variables]] 45ac90a8fea98be24a6d3fb4fbc5eff21c636787 Sv nextmap 0 1705 3441 2010-08-06T05:05:44Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#sv_nextmap]][[Category:Server_variables]] aa1dbc15dad9364e1ae30e87bdfcea8074f30b09 Sv nomonsters 0 1681 3471 3408 2010-08-23T11:17:38Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3408 2010-08-06T03:55:04Z Ralphis 3 wikitext text/x-wiki {{Latched}} ===sv_nomonsters=== 0: allow monsters 1: prevent monsters (default) [[Category:Server_variables]] 45579aab371b714502e43325a5975914c00f3882 Sv scorelimit 0 1693 3421 2010-08-06T04:11:27Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#scorelimit]][[Category:Server_variables]] d60eebe9663a1dc26cf931496e9081975f991956 Sv shufflemaplist 0 1683 3410 2010-08-06T03:58:35Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_List#shufflemaplist]][[Category:Server_variables]] f248eb1ee7392ebc9b87d1061ef5bed2e63751ff Sv skill 0 1697 3426 2010-08-06T04:21:39Z Ralphis 3 wikitext text/x-wiki Explain this in basic server settings d121854ce5112a04c178d841612c14dfb8cad251 Sv speedhackfix 0 1684 3411 2010-08-06T03:59:24Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Abuse_Prevention#speedhackfix]][[Category:Server_variables]] 000f8070de237b6fb333e55f9c97e1d860710204 Sv startmapscript 0 1685 3412 2010-08-06T04:00:01Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Map_scripts]][[Category:Server_variables]] 4564d3afed988236845c043d030bb15715173e93 Sv teamsinplay 0 1708 3451 2010-08-06T05:37:50Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[sv_gametype#sv_teamsinplay]][[Category:Server_variables]] dd37fb76ef85e376fef367edcb2e917690781d50 Sv teamspawns 0 1653 3347 3346 2008-09-03T08:49:33Z Ralphis 3 wikitext text/x-wiki === What is sv_teamspawns and how do I use it? === Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns (in maps that have them) that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. === How sv_teamspawns relates to different modes === ====Cooperative==== No usage. ====Deathmatch==== If set to 0, this allows maps with only team spawns (generally Capture the Flag maps) to be used in standard deathmatch. If set to 1, if no regular DM starts exist the map cannot be played and will output the server error: ''ERROR: No deathmatch starts'' | ''sleeping for 10 seconds before map reload...'' ====Team Deathmatch==== If set to 0, all team spawns become "normal" spawns which is the standard for Team Deathmatch modes. For instance, this allows server administrators the option to run a Capture the Flag map in TDM with random spawns as they would in a standard DM map. If set to 1, teams will spawn in their team spawns allowing for a Team Deathmatch that will likely result in large chokes in the center of the map. This can add a new dimension to Team Deathmatch that is not commonly experienced in the mode with random spawns. ====Capture The Flag==== If set to 0, all team spawns will become "normal" spawns that are randomized. This can cause for a frantic game of CTF where players will eventually spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior for CTF. [[Category:Server_variables]] 7fa1f93975e490f13f091d830c7abd5fa8331289 3346 2008-09-03T08:48:50Z Ralphis 3 wikitext text/x-wiki === What is sv_teamspawns and how do I use it? === Usage: '''sv_teamspawns (0-1)''' This cvar changes the behavior of team spawns (in maps that have them) that provides flexibility for server administrators to use certain types of maps for different intended gamemodes. === How sv_teamspawns relates to different modes === ====Deathmatch==== If set to 0, this allows maps with only team spawns (generally Capture the Flag maps) to be used in standard deathmatch. If set to 1, if no regular DM starts exist the map cannot be played and will output the server error: ''ERROR: No deathmatch starts'' | ''sleeping for 10 seconds before map reload...'' ====Team Deathmatch==== If set to 0, all team spawns become "normal" spawns which is the standard for Team Deathmatch modes. For instance, this allows server administrators the option to run a Capture the Flag map in TDM with random spawns as they would in a standard DM map. If set to 1, teams will spawn in their team spawns allowing for a Team Deathmatch that will likely result in large chokes in the center of the map. This can add a new dimension to Team Deathmatch that is not commonly experienced in the mode with random spawns. ====Capture The Flag==== If set to 0, all team spawns will become "normal" spawns that are randomized. This can cause for a frantic game of CTF where players will eventually spawn in the opposing team's base. If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior for CTF. [[Category:Server_variables]] 0086f09de51bf8ead3dba01b20f36dfebf49fbbb Sv ticbuffer 0 1760 3633 2012-04-01T17:08:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#ticbuffer] [[Category:Server_variables]] 96a48104838811d48360d37c82096f505ced0f81 Sv timelimit 0 1686 3413 2010-08-06T04:00:35Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Ending_Games#scorelimit]][[Category:Server_variables]] d60eebe9663a1dc26cf931496e9081975f991956 Sv unblockplayers 0 1712 3472 2010-08-23T11:17:57Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 Sv unlag 0 1732 3566 2011-08-11T19:08:02Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#unlagged] [[Category:Server_variables]] 8dccc7fa9023234078d1584bc759d56d8a73d48e Sv upnp 0 1720 3549 3544 2011-08-11T18:30:28Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]] 05ec17ae43df211d6196621c155db2b1e5a540da 3544 2011-08-11T18:28:16Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]] a2da5405914561dd5c2f432c47c70e5340614a99 Sv upnp description 0 1722 3550 3546 2011-08-11T18:30:41Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]] 05ec17ae43df211d6196621c155db2b1e5a540da 3546 2011-08-11T18:28:22Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]] a2da5405914561dd5c2f432c47c70e5340614a99 Sv upnp discovertimeout 0 1721 3551 3545 2011-08-11T18:31:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]] 05ec17ae43df211d6196621c155db2b1e5a540da 3545 2011-08-11T18:28:19Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]] a2da5405914561dd5c2f432c47c70e5340614a99 Sv upnp externalip 0 1724 3553 3548 2011-08-11T18:31:47Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]] 05ec17ae43df211d6196621c155db2b1e5a540da 3548 2011-08-11T18:28:28Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]] a2da5405914561dd5c2f432c47c70e5340614a99 Sv upnp internalip 0 1723 3552 3547 2011-08-11T18:31:33Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server_variables]] 05ec17ae43df211d6196621c155db2b1e5a540da 3547 2011-08-11T18:28:25Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#Universal_Plug_and_Play]][[Category:Server commands]] a2da5405914561dd5c2f432c47c70e5340614a99 Sv usemasters 0 1687 3414 2010-08-06T04:01:08Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#usemasters]][[Category:Server_variables]] 1bb73fdfd4feb157e53f2aa7f7797bcf44c23b80 Sv vote countabs 0 1764 3660 2012-07-04T21:21:53Z Ralphis 3 Redirected page to [[Voting#Count Absentee Votes]] wikitext text/x-wiki #REDIRECT [[Voting#Count Absentee Votes]][[Category:Server_variables]] b0b9645eea8418a06bc2b7d4dd20cffd8a6a4488 Sv vote majority 0 1742 3604 2012-02-12T16:30:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Vote_Majority]][[Category:Server_variables]] 7174fa4cb9e780c58bcf533de71e5575e42ef14f Sv vote timelimit 0 1743 3605 2012-02-12T16:30:49Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Vote_Timelimit]][[Category:Server_variables]] 1105e1e02c9d2fb5930aa0cd019a19b8cced3f5b Sv vote timeout 0 1744 3606 2012-02-12T16:31:21Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Voting#Vote_Timeout]][[Category:Server_variables]] 766b978c5f1022a6d99d4ba44143526ce998cb46 Sv waddownload 0 1688 3415 2010-08-06T04:01:43Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#waddownload] [[Category:Server_variables]] 38cb8741d1438664da09cbd312630830021ff08f Sv weaponstay 0 1689 3473 3416 2010-08-23T11:18:18Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Sv_gametype#Other_Game_Changing_CVARs]][[Category:Server_variables]] 6ad44d7342d0107fc7009af2607434e5a8867a35 3416 2010-08-06T04:02:18Z Ralphis 3 wikitext text/x-wiki {{Latched}} ===sv_weaponstay=== 0: Weapons disappear after being picked up. They respawn after a certain amount of time.<br> 1: Weapons stay put after being picked up.<br> [[Category:Server_variables]] b8aad1a91046e55fa6fa38eceae4edad7e2e8c16 Sv website 0 1690 3417 2010-08-06T04:02:53Z Ralphis 3 wikitext text/x-wiki #REDIRECT [[Basic_Server_Settings#website]][[Category:Server_variables]] 09339c4e414647290d5be57f3cc42dbb528dffdd Svn 0 1473 2546 2006-11-10T00:04:49Z AlexMax 9 Svn moved to Subversion: SVN is an acronym. "Subversion" is the full, correct name. wikitext text/x-wiki #redirect [[Subversion]] f85aa2aee1994c1775644399a3163dfc792a4b8b Target platforms 0 1294 2761 2760 2007-01-22T00:00:46Z Deathz0r 6 wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|FreeBSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005 * {{wikipedia|Vista}} with VC2005 * {{wikipedia|SPARC}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == Due to lacking SDL ports: * PalmOS * MS-DOS == Odamex depends on == * SDL * SDL_mixer 53f01ded1878c62aecc1f071a639025abb2a7a42 2760 2759 2007-01-22T00:00:27Z Deathz0r 6 wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|FreeBSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005 * {{wikipedia|Windows Vista}} with VC2005 * {{wikipedia|SPARC}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == Due to lacking SDL ports: * PalmOS * MS-DOS == Odamex depends on == * SDL * SDL_mixer 2cf1fbae43fbee35872844923e7a629f1986a358 2759 2758 2007-01-22T00:00:14Z GhostlyDeath 32 /* Odamex does not build on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|FreeBSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005 * {{wikipedia|SPARC}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == Due to lacking SDL ports: * PalmOS * MS-DOS == Odamex depends on == * SDL * SDL_mixer 537063ed7126daebfa5b4e352b42dedb75a38b29 2758 2757 2007-01-21T23:56:13Z Deathz0r 6 wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|FreeBSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005 * {{wikipedia|SPARC}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == * to be determined == Odamex depends on == * SDL * SDL_mixer 00fd597fc09315e04506a499707bc243d8940aef 2757 2756 2007-01-21T23:54:52Z Deathz0r 6 /* Odamex builds and runs on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|BSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6, VC2003 and VC2005 * {{wikipedia|Sparc}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == * to be determined == Odamex depends on == * SDL * SDL_mixer 5b5a56c8b4d246b6c6e125ccfc23e3e6c45bacd3 2756 1909 2007-01-21T23:53:26Z Deathz0r 6 /* Odamex does not build on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|BSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6 * {{wikipedia|Sparc}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == * to be determined == Odamex depends on == * SDL * SDL_mixer 9c14717b7cfca3e51218ec200b2c94ac466fe517 1909 1335 2006-04-07T20:57:40Z Manc 1 /* Odamex builds and runs on */ wikipedia links wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * {{wikipedia|Linux}} with gnu/gcc/make * {{wikipedia|OSX}} with gnu/gcc/make * {{wikipedia|BSD}} with gnu/gcc/nmake * {{wikipedia|Windows}} with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6 * {{wikipedia|Sparc}} with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call == Odamex depends on == * SDL * SDL_mixer f68a61e7c84a4568d32e3f9aa31bf66601930aee 1335 1320 2006-03-29T13:15:16Z Voxel 2 /* Odamex builds and runs on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * [[Linux]] with gnu/gcc/make * [[OSX]] with gnu/gcc/make * [[BSD]] with gnu/gcc/nmake * [[Windows]] with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6 * [[Sparc]] with gnu/gcc/nmake * [[WINE]] with VC6 == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call == Odamex depends on == * SDL * SDL_mixer 67b82eb71d6b539aed27359edecef10b2baa84a5 1320 1317 2006-03-29T12:49:39Z Voxel 2 /* Odamex builds and runs on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * [[Linux]] with gnu/gcc/make * [[OSX]] with gnu/gcc/make * [[BSD]] with gnu/gcc/nmake * [[Windows]] with gnu/gcc/CodeBlocks (see [[Compiling on Windows with Codeblocks]]) and VC6 * [[Sparc]] with gnu/gcc/nmake == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call == Odamex depends on == * SDL * SDL_mixer 87ad0d3807e967e6fb07e98d57762a829e4406a6 1317 1316 2006-03-29T12:41:45Z Voxel 2 wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * [[Linux]] with gnu/gcc/make * [[OSX]] with gnu/gcc/make * [[BSD]] with gnu/gcc/nmake * [[Windows]] with gnu/gcc/CodeBlocks and VC6 * [[Sparc]] with gnu/gcc/nmake == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call == Odamex depends on == * SDL * SDL_mixer 1d9f0650da8176d4cfb51215a84ab2e62f212641 1316 1315 2006-03-29T12:41:00Z Voxel 2 /* Odamex builds and runs on */ wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * [[Linux]] with gnu/gcc/make * [[OSX]] with gnu/gcc/make * [[BSD]] with gnu/gcc/nmake * [[Windows]] with gnu/gcc/CodeBlocks and VC6 * [[Sparc]] with gnu/gcc/nmake == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call 1d40b8b30d8cccb96ed0f1502724608ea65dd660 1315 2006-03-29T12:39:30Z Voxel 2 wikitext text/x-wiki Odamex runs and builds on 32 and 64 bit operating systems. == Odamex builds and runs on == * [[Linux]] with gcc * [[OSX]] with gcc * [[BSD]] with gcc * [[Windows]] with CodeBlocks and VC6 * [[Sparc]] == Odamex does not build on == * [[Windows]] with VC7 due to an abs function call 4b01a4af2b88af7118ebbb4bfbb53323b2956c19 Test 0 1581 3192 3106 2008-06-03T00:12:28Z Voxel 2 /* See also */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work. Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==Advanced TCL== All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter ===Pipes=== ''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe: <pre> set control [open "|./odamex" "w"] </pre> Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created): <pre> set control [open "|./odamex > odamex.log" "w"] exec sleep 1 set output [open "odamex.log" "r"] </pre> And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''. <pre> set control [open "|./odamex > odamex.log" w] exec sleep 1 set output [open "odamex.log" r] puts $control quit flush $control close $control close $output </pre> Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy. ==See also== * [[Coding standard]] * [http://odamex.org/regression.html Latest regression test report] 09b7254b0a332b976ab672c0f43b92464f971fa4 3106 3105 2008-05-06T01:51:56Z Voxel 2 /* TCL Primer */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work. Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==Advanced TCL== All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter ===Pipes=== ''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe: <pre> set control [open "|./odamex" "w"] </pre> Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created): <pre> set control [open "|./odamex > odamex.log" "w"] exec sleep 1 set output [open "odamex.log" "r"] </pre> And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''. <pre> set control [open "|./odamex > odamex.log" w] exec sleep 1 set output [open "odamex.log" r] puts $control quit flush $control close $control close $output </pre> Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy. ==See also== * [[Coding standard]] 33fc775e30593e709941213ae93a07fa9dc03c12 3105 3104 2008-05-06T01:51:02Z Voxel 2 /* Under Windows */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== You must build odamex as a console application. This is because if you run odamex from the command window (Start, Run: cmd) and it detaches from the command console, the tests will not work. Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==TCL Primer== All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter ===Pipes=== ''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe: <pre> set control [open "|./odamex" "w"] </pre> Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created): <pre> set control [open "|./odamex > odamex.log" "w"] exec sleep 1 set output [open "odamex.log" "r"] </pre> And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''. <pre> set control [open "|./odamex > odamex.log" w] exec sleep 1 set output [open "odamex.log" r] puts $control quit flush $control close $control close $output </pre> Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy. ==See also== * [[Coding standard]] 63f18958c3af850dd17ac1234d33de34f23e53d0 3104 3103 2008-05-06T01:20:21Z Voxel 2 /* Pipes */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==TCL Primer== All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter ===Pipes=== ''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe: <pre> set control [open "|./odamex" "w"] </pre> Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created): <pre> set control [open "|./odamex > odamex.log" "w"] exec sleep 1 set output [open "odamex.log" "r"] </pre> And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete). To do this, use ''puts'' to write the quit command to the client (as if it were typed). Applications do not like multiple puts without having the stream flushed, so a ''flush'' follows the ''puts''. <pre> set control [open "|./odamex > odamex.log" w] exec sleep 1 set output [open "odamex.log" r] puts $control quit flush $control close $control close $output </pre> Most of this functionality should be put into separate procs so that it does not hurt your head. A lot of it is already available as functions within existing tests, which you can copy. ==See also== * [[Coding standard]] 3f6b9d16e7147a35017f3ab82085a69226e44663 3103 3102 2008-05-06T01:14:55Z Voxel 2 wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==TCL Primer== All relevant documentation is easily available on the internet; this section briefly talks about things you are likely to encounter ===Pipes=== ''exec'' is a synchronous command, it will wait for execution to finish before returning control to your script. This is not good when you want to control both a client and a server. What you need is a pipe: <pre> set control [open "|./odamex" "w"] </pre> Problem is, pipes are one-way (either read only or write only), so you'd need to redirect the output and read it a different manner (after a short delay to allow the output file to be created): <pre> set control [open "|./odamex > odamex.log" "w"] exec sleep 1 set output [open "odamex.log" "r"] </pre> And you must remember to close both pipes, but before you do, you must ensure that the application has quit (otherwise ''close'' will never complete): <pre> set control [open "|./odamex > odamex.log" w] exec sleep 1 set output [open "odamex.log" r] puts $control quit close $control close $output </pre> ==See also== * [[Coding standard]] 73413034803bea267d54607b1126f6a3841fdc74 3102 3101 2008-05-06T00:58:09Z Voxel 2 /* Under Windows */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh85 ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] c7faa3dded495aa965012ee5a785126da2177a60 3101 3100 2008-05-06T00:57:20Z Voxel 2 /* Under Windows */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your binary directory (the one which contains client and server binaries). Run one of the tests: <pre> cd trunk\bin tclsh ..\tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] 42dd314c0ff9f5e66c25d1abb037575297584534 3100 3099 2008-05-06T00:46:09Z Voxel 2 /* Running tests */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] bd44ad26b5d5fc3433fc74ced3c0ad583a44d433 3099 3098 2008-05-06T00:45:16Z Voxel 2 /* Running tests */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL binaries] installed (free download available from [http://www.activestate.com/store/activetcl/download/ ActiveState]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] b82ab13b06324d6df7dadfddbd9ab01942ed048f 3098 3097 2008-05-06T00:44:19Z Voxel 2 /* Running tests */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk/ TCL binaries] installed (free download from [http://www.activestate.com/store/activetcl/download/]) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] a53fa7ac97b6fc3d64fb9d5343fee59031725640 3097 3096 2008-05-06T00:34:46Z Voxel 2 /* Writing tests */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk TCL] installed ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in [http://tcl.tk TCL] (pronounced ''tickle''), as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] 890994fee4897492ed1114f707cbc5988c4c4266 3096 3094 2008-05-06T00:33:59Z Voxel 2 /* Running tests */ wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have [http://tcl.tk TCL] installed ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in TCL, as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] c32e687c31d86ec58ebe4c7460aa3b96b39567da 3094 3093 2008-05-05T20:06:58Z Voxel 2 wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have TCL installed (see tcl.tk) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in TCL, as this is a portable easy to learn scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, send them commands and monitor the output. Complexity of the test increases with the complexity of the feature, this encourages smaller changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] 9b84899b01aea894876f238fca579893708ad8d5 3093 3092 2008-05-05T20:05:04Z Voxel 2 wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have TCL installed (see tcl.tk) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under Unix=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test (a list of lists of 3 items) lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 0] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] 373ed559f4fefb7f094ce498949f2c61d10bdcb4 3092 3060 2008-05-05T18:30:46Z Voxel 2 wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Running tests== You will need to have TCL installed (see tcl.tk) ===Under Windows=== Open a command window (Start, Run: cmd). Navigate to your working directory (the one which contains client, server and common folders). Run one of the tests: <pre> cd trunk tests\commands\cmdSay.tcl </pre> ===Under unix and OSX=== You can run all tests with ''make test'', or a specific test by navigating to the working directory and invoking one of the tcl test scripts from there: <pre> cd trunk tests/commands/cmdSay.tcl </pre> ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 1] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] cf32955d01a6ceb3e6386cc6ddad370d78f24ad0 3060 3059 2008-05-05T14:27:50Z Voxel 2 wikitext text/x-wiki Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory. ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 1] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> ==See also== * [[Coding standard]] c193ddd98c7f4571fe294a5946882d3c1092c746 3059 3058 2008-05-05T14:26:35Z Voxel 2 /* Writing tests */ wikitext text/x-wiki Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". Tests can start/stop clients and servers, control them and monitor the output. Complexity of the test increases with the complexity of the feature, this should encourage smaller individual changes. ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 1] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> 0648d70b539c0f233011176444db12d5c497a56a 3058 3047 2008-05-05T14:24:55Z Voxel 2 wikitext text/x-wiki Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". ==Example== <pre> #!/bin/bash # Do not change these first three lines \ exec tclsh "$0" "$@" # Create a list of demos to test lappend demos "DOOM2.WAD DEMO1 {15eb4720 3ccc7a1 3fc7e27 800000}" lappend demos "DOOM2.WAD DEMO2 {cea29400 289b9c2 fece4356 600000}" lappend demos "DOOM2.WAD DEMO3 {dca00040 fd6a4b9c ff7bee0a ff000000}" foreach demo $demos { # Run this demo set stdout [exec ./odamex -nosound -novideo \ -iwad [lindex $demo 1] \ +demotest [lindex $demo 1]] # Take the last line of output set result [lindex [split $stdout "\n"] end] # Take the last item in this demo line (see top of test) set expected [lindex $demo 2] # Compare them if { $result != $expected} { puts "FAIL $demo | $result" } else { puts "PASS $demo | $result" } } </pre> bedfb3e5d37e3af98c75c102aa3eee1e9342760b 3047 2008-05-05T14:07:33Z Voxel 2 wikitext text/x-wiki Since 0.3, Odamex has a lot of working features. The doom engine is sensitive to change, so to preserve functionality we have a set of tests to run on every submission. They are located in the tests directory ==Writing tests== Tests are written in TCL, as this is a portable scripting language. It is best to start by copying an existing test. Tests should output lines containing the words "PASS" or "FAIL". a8cc65de6c5212c8b7b6949c3557265121592f66 Testcolor 0 1448 2227 2226 2006-05-03T15:35:20Z AlexMax 9 /* testcolor ''<color>'' ''<amount>'' */ wikitext text/x-wiki ===testcolor ''color'' ''amount''=== No apparent effect. A reminant of ZDoom. [[Category:Client_commands]] 3fb5d196c39692db81fe4bcf1727081569fa6b9b 2226 2006-05-03T15:34:48Z AlexMax 9 wikitext text/x-wiki ===testcolor ''<color>'' ''<amount>''=== No apparent effect. A reminant of ZDoom. [[Category:Client_commands]] 15c88e6625c2cce8517c68645454d6d7c9edabb2 Testfade 0 1410 2119 2006-04-14T18:41:26Z AlexMax 9 wikitext text/x-wiki ===testfade ''color''=== Changes the 'fade' color to color ''color''. Default is '''black'''. [[Category:Client_commands]] 48171f5316855ab31c7b4275607641863377c08c Timeline 0 1503 3947 3661 2020-05-09T18:07:09Z Ralphis 3 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. * On November 5th, Odamex "[[Releases|0.5.6]]" is officially released. ===2012=== * On May 12th, Odamex "[[Releases|0.6.0]]" is officially released. * On July 4th, Odamex "[[Releases|0.6.1]]" is officially released. * On December 15th, Odamex "[[Releases|0.6.2]]" is officially released. ===2013=== * At Quakecon 2013, Odamex is used as the official Doom port for the Doom 20th Anniversary events. * On August 4th, Odamex "[[Releases|0.6.4]]" is officially released. ===2014=== * On March 27th, Odamex "[[Releases|0.7.0]]" is officially released. ===2018=== * On January 25th, Odamex "[[Releases|0.8.0]]" is officially released. ===2019=== * At Quakecon 2019, Odamex is once again used as the official Doom port for the Doom events and tournaments. * On July 22nd, Odamex "[[Releases|0.8.1]]" is officially released. ===2020=== * On April 4th, Odamex "[[Releases|0.8.2]]" is officially released. 7ab3efe3cafabc46e684fbf6a7a69150c2d999c2 3661 3656 2012-07-05T04:28:22Z Ralphis 3 /* 2012 */ 0.6.1 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. * On November 5th, Odamex "[[Releases|0.5.6]]" is officially released. ===2012=== * On May 12th, Odamex "[[Releases|0.6.0]]" is officially released. * On July 4th, Odamex "[[Releases|0.6.1]]" is officially released. 664cd1ef227bc3c0f20ae308168f16024820cbae 3656 3653 2012-05-23T16:06:55Z Manc 1 /* 2012 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. * On November 5th, Odamex "[[Releases|0.5.6]]" is officially released. ===2012=== * On May 12th, Odamex "[[Releases|0.6.0]]" is officially released. 564957242a51d44d246d1396c705704a7d8ab6f2 3653 3577 2012-05-12T05:13:04Z Ralphis 3 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. * On November 5th, Odamex "[[Releases|0.5.6]]" is officially released. ===2012=== * On May 12th, Odamex "[[Releases|6.0.0]]" is officially released. 04148b77b2d25ff994ed7f750bf0e6a9e534ee47 3577 3573 2011-11-05T04:11:40Z Ralphis 3 0.5.6 add wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. * On November 5th, Odamex "[[Releases|0.5.6]]" is officially released. 899215b6f01bee434b9da27cf8aca7da38dc7985 3573 3530 2011-10-29T21:14:42Z Ralphis 3 /* 2011 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. * On October 29th, Odamex "[[Releases|0.5.5]]" is officially released. 155b48b57919242f22de2de18500365b1ae7204a 3530 3492 2011-08-10T03:57:16Z Ralphis 3 0.5.1 - 0.5.4 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. * On December 10th, Odamex "[[Releases|0.5.1]]" is officially released. ===2011=== * On June 14th, Odamex "[[Releases|0.5.2]]" is officially released. * On June 24th, Odamex "[[Releases|0.5.3]]" is officially released. * On August 9th, Odamex "[[Releases|0.5.4]]" is officially released. e40aac2b885e2e1a60288c36d70d4ddc71b36a92 3492 3369 2010-09-02T23:30:56Z Ralphis 3 0.5.0 added wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. ===2010=== * On August 25th, Odamex "[[Releases|0.5.0]]" is officially released. 733eef0795ff8b1f6812a183ae70569824d1da50 3369 3356 2009-12-26T04:54:02Z Ralphis 3 0.4.3 and 0.4.4 releases wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. ===2009=== * On March 7th, Odamex "[[Releases|0.4.3]]" is officially released. * On December 25th, Odamex "[[Releases|0.4.4]]" is officially released. 5147dda73a619dc08a2e13dbf154423e7deb5247 3356 3263 2008-10-09T15:49:20Z Ralphis 3 /* 2008 */ 0.4.2 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. * On October 8th, Odamex "[[Releases|0.4.2]]" is officially released. 5a0d3d32a87934bf5ef01785873cc17b3c9f214c 3263 3221 2008-08-03T18:22:54Z Ralphis 3 0.4.1 release date wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. * On August 3rd, Odamex "[[Releases|0.4.1]]" is officially released. 4a36484efd0efe6d0358558d1c783b3d957c3561 3221 3150 2008-06-06T22:25:10Z Ralphis 3 /* 2008 */ 0.4.0 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. * On June 6th, Odamex "[[Releases|0.4.0]]" is officially released. 1ba6c3feeece83b2544958cad1faf4fc4b683ccf 3150 3145 2008-05-26T04:46:49Z Ralphis 3 releases link wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ''For a detailed history of official Odamex releases, see [[releases]].'' ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. 255f2fec585e97ffeda8844720a2ba0030eaa182 3145 3138 2008-05-24T02:26:03Z Voxel 2 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Releases|0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. de864544988f2dc2a6de04692915664bba44308b 3138 3034 2008-05-18T17:24:08Z Voxel 2 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Odamex_0.3 |0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. 419c4b890b50e25866f862c2d5c1a02f32525da1 3034 2961 2008-05-04T13:46:26Z Ralphis 3 Added Magfest visit wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. ===2008=== * Odamex visits [[http://magfest.org Magfest]] from January 3rd through January 6th. The visit is a viewed as a [[http://youtube.com/watch?v=eM8f1GYYCf8 success]]. 1756b015df46ccde8a09be601cc1750d452dfe02 2961 2960 2007-11-07T05:05:43Z Ralphis 3 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped. * On November 5th, the results of the first Odamex contest are revealed. The contest was to make a 1-on-1 map for use at Odamex's visit to MAGFest. 8595d44cbf5d0659d3714f69f8d2301362440ef1 2960 2885 2007-11-04T05:10:35Z Ralphis 3 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". * On November 4th, Odamex "[[Odamex_0.3 | 0.3]]" is officially released. The alpha/beta prefix is dumped. 80597b1047d2a0303a3c8dfd4c4375c0a8756c33 2885 2725 2007-04-05T20:34:40Z AlexMax 9 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". * On February 20th, the second public binaries of Odamex are posted as "Alpha version 0.2". f407910f8b77568a5e8f41010d64d75eed2cc108 2725 2693 2007-01-19T05:49:20Z Ralphis 3 /* 2007 */ wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. * On January 19th, the first public binaries of Odamex are posted as "Alpha version 0.1". 25e06dbfe2fee373e76c9afe239e01f76542d1db 2693 2688 2007-01-17T22:45:44Z Ralphis 3 jan 15 info wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] * On January 15th, The private SVN ended with 2125 revisions and the public SVN was turned on. 63b98f5d821db1c303bfbc47c7bdb9df8afd4051 2688 2687 2007-01-15T14:49:01Z Deathz0r 6 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. The first launcher was developed by Russell, the earliest known build is dated July 5th. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Java launcher is created by AlexMax on January 24th, the first attempt to create a cross-platform launcher. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 9e0b10fc87cae010413735da7c90386b825bcd29 2687 2686 2007-01-15T14:41:22Z Deathz0r 6 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first made progress on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 16a12a7b0d0fcabc24141e2789955fda5a2a7271 2686 2684 2007-01-15T14:38:59Z Deathz0r 6 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Odamex gains initial support of SDL on January 10th, and completely replaces old ZDoom dependencies by January 13th. * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * The goal to make Odamex GPL compatible first started on March 11th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 295cf4e3075f93adfffbe98980183dabbff28bd6 2684 2683 2007-01-15T14:32:18Z Ralphis 3 /* 2005 */ removed name linkage wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was anarkavre and the project leader was Ralphis. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 63a775e189fbfcc5f27db9f2a38410a56efb1ac2 2683 2682 2007-01-15T14:32:03Z Ralphis 3 Added self-zero pointer code by suggestion of deathz0r wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]]. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * Odamex team member Toke passes away on August 19th. * Self-zero pointer code introduced on September 26th which significantly reduced crashes and automatically resets servers. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 0982d4518dcd2ba130cbfbd7dfa155d0213930fa 2682 2681 2007-01-15T14:29:47Z Ralphis 3 /* 2005 */ Added SVN repository creation wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]]. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. * SVN Repository created on October 1st. ===2006=== * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * Odamex team member Toke passes away on August 19th. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 671dc8050f42e0ac4cf04338979bab6640ecb5e4 2681 2680 2007-01-15T14:28:58Z Ralphis 3 /* 2006 */ fixed milestone date and added Toke RIP wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]]. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. ===2006=== * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on February 28th. * Odamex team member Toke passes away on August 19th. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] f27c716896a47dcd933d335fba45d3221f16c7cf 2680 2679 2007-01-15T14:26:02Z Ralphis 3 Added some more dates including milestones wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]]. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. * New lead programmer, denis, joins the project on September 23rd. ===2006=== * Milestone: 500th SVN commit on January 29th. * Milestone: 1000th SVN commit on October 28th. * Manc officially opened the website on October 23rd. * Milestone: 2000th SVN commit on November 11th. ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] 4bd6f56f7ce9df8d107c3a4b37cda1e3f722fa51 2679 2007-01-15T14:13:13Z Ralphis 3 wikitext text/x-wiki This is a Timeline of events and milestones of the Odamex project, from the founding of Zwango until the present state of the project. ===2005=== * Odamex's precursor, Zwango, was created and the first binary build was dated July 2nd. The lead programmer was [[anarkavre]] and the project leader was [[Ralphis]]. * On August 25th, Zwango was renamed to Odamex by the team. * Toke programmed CTF into Odamex, first CTF alpha dated September 8th. ===2006=== ===2007=== * On January 14th, the Odamex source was [[http://odamex.net/boards/index.php?topic=69 officially declared GPL compliant.]] ef62e8445d2c8235d22718d895f686327251003a Timidity 0 1540 3368 3335 2009-01-17T08:14:00Z Russell 4 wikitext text/x-wiki TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. = Linux = Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below. = Windows = == Installation == This is a basic installation guide that will show you how to use soundfonts with the timidity driver and thus use it with Odamex The driver has Timidity++ built in, so you will not need timidity. === Install the Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Configuring the driver == === Installing SoundFont === We HIGHLY recommend you get the [http://www.bredel.homepage.t-online.de/Soundfonts/Soundfonts-English/soundfonts-english.html 8MBGM ENHANCED] soundfont for that almost-authentic sound, the size is around 17mb, but is alot smaller and better sounding than using EAWPATS To install it: # Download and unzip/rar the file to a location # Open '''timidity.cfg''' in your windows directory # Comment/delete all lines in the file # Add only a single line, replacing relevant bits like drive, path etc: #: <pre> soundfont "drive:\path\soundfont.sf2" </pre> # Save the file and close it === Set the default driver === To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. === Usage === If all goes well, you can run Odamex and the music should play. === Notes === There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. You can adjust the master/wave volume sliders in the windows volume control, also the sound one inside Odamex to get the best levels. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] 3acf42fd9041239f2dd4ec5dce27f88c20229ed3 3335 3009 2008-08-13T11:26:28Z Russell 4 wikitext text/x-wiki TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. = Linux = Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below. = Windows = == Overview == Timidity on Windows comes in 2 flavours: SDL_mixer's Built-in support or a windows driver. SDL_mixers built-in version is very old and has a few problems (memory leaks, bad sound handling, squeaks/pops etc), the only benefit it offers over the driver is the ability to change the music volume inside Odamex and the fact you will only need to download GUS patches. To use it, you will need to have a timidity.cfg in the Odamex directory that points to the location of your GUS patch set. The driver may be a better solution if you want a newer version (it is Timidity++), higher quality sound with less bugs. It can also be used with other programs on the system that support MIDI. As mentioned above, the volume cannot be changed with the music/midi slider, in Odamex or the windows volume applet (You can work around this if you fiddle with the Wave and Master sliders, along with the sound slider in Odamex) == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex The driver has Timidity++ built in, so you will not need timidity. === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. = Notes = There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. = Resources = == GUS patches == You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 6a8eeb2433bfa7f4af68b6731c3f01d7693315f0 3009 2980 2008-03-26T02:24:02Z Russell 4 wikitext text/x-wiki TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. = Linux = Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below. = Windows = == Overview == Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex The driver has Timidity++ built in, so you will not need timidity. === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. = Notes = There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. = Resources = == GUS patches == You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 0a79cac1abf2ac5f12ef13f9f5ed25966b0feb63 2980 2979 2008-01-12T23:23:44Z Voxel 2 wikitext text/x-wiki TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. = Linux = Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below. = Windows = == Overview == Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. = Notes = There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. = Resources = == GUS patches == You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 621801d7628bfa1d5d4539937e6cc2b7419dbd73 2979 2977 2008-01-12T23:21:20Z Voxel 2 wikitext text/x-wiki TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. = Linux = Timidity may be obtained from your distribution's repository or by building from the source. The standard patches distributed with Timidity are insufficient for the playback of DOOM music, and you must obtain appropriate patches from one of the sources mentioned in "External Links", below. = Windows = == Overview == Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == Notes == There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 516bc63e9241eb95c9a298fe47f5a11968b2ae31 2977 2865 2008-01-12T23:17:38Z Voxel 2 Timidity support moved to Timidity wikitext text/x-wiki == Overview == TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == Notes == There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 7136bc1f876ce8c9ac2c135e19f3d1675056a137 2865 2860 2007-02-25T23:03:41Z Russell 4 wikitext text/x-wiki == Overview == TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start, patches are also available at the bottom of this article. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) Note: If you're using '''eawpats''', copy the '''timidity.cfg''' file from its directory and replace '''c:\windows\timidity.cfg''' (presuming you have installed timidity previously), modify the lines that contain '''dir''' and replace the path with the path of the '''eawpats''' dir. === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == Notes == There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] [http://xml.cie.unam.mx/pub/Linux/lmws/eawpats/ eawpats] GUS patches 7136bc1f876ce8c9ac2c135e19f3d1675056a137 2860 2856 2007-02-24T01:25:45Z Russell 4 wikitext text/x-wiki == Overview == TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == Notes == There is a problem with SDL_mixer not changing the volume of the driver, so changing the music volume in Odamex (and even other programs that use SDL_mixer) won't work, there is no known workaround for this. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] b53fa708d34672bd772b91dbfce3b1fde532dede 2856 2855 2007-02-19T00:43:20Z Russell 4 wikitext text/x-wiki == Overview == TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback" combobox as "Timidity++ Driver" Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] 9675a3cdd05d37783606bbc4c7762ce3bea87c92 2855 2007-02-18T11:10:08Z Russell 4 wikitext text/x-wiki == Overview == TiMidity is a software synthesizer that can load SoundFonts and GUS (Gravis Ultrasound) patches and render midi instruments as "real" ones. Odamex has no timidity support on windows, however, a driver has been made available and can be used for any windows program that supports midi playback. == Installation == This is a basic installation guide that will show you how to use GUS patches with the timidity driver and thus use it with Odamex You shouldn't need Timidity++ itself, as the driver should do all the work (this hasn't been tested without it though) === GUS patches === You can download these from various sources on the web, [http://www.google.com Google] is a good start. Install these to a directory such as '''c:\timidity''' (the directory can be configured in '''c:\windows\timidity.cfg''' once the driver has been installed) === Timidity driver === The latest driver can be downloaded from [https://sourceforge.jp/projects/twsynth here] (the US sourceforge site has an older project, this one has the latest CVS releases), you will need to download the latest CVS ([http://prdownloads.sourceforge.jp/twsynth/23906/timiditydrv070209_bin.zip timiditydrv070209_bin.zip] was tested and works on Windows XP SP2) Extract to a location on your hard disk Follow the instructions in ''windrv.txt'' in the zip file or: <pre> Navigate to: Start->Settings->Control Panel->Add Hardware Wizard Click Next Click "Yes, I have already connected the hadware." Click Next Select "Add a new Hardware device" Click Next Select "Install the hardware that manually select from list[Advanced]" Click Next Select "sound, video and game contollers" Click Next Click "Have Disk ..." Click "Browse" and find timiditydrv.INF where you extracted it Click OK Click "Continue Anyway" Click Finish. </pre> The driver is now installed. == Usage == To use the driver, do the following: <pre> Navigate to: Start->Settings->Control Panel->Sounds and Audio Devices Click Audio Tab Select "MIDI music playback as '''Timidity++ Driver''' Click OK </pre> The driver is now the default midi driver, for more information on configuration, read '''windrv.txt''' from your driver dir for more info. If all goes well, you can run Odamex and the sound should come through the driver. == External Links == [http://timidity.sourceforge.net/ TiMidity++ sourceforge site] [https://sourceforge.jp/projects/twsynth/ Japanese TWSYNTH page (latest driver)] 015b350f6447bf5c78517415335232e28fd015e2 Timidity support 0 1569 2978 2008-01-12T23:17:39Z Voxel 2 Timidity support moved to Timidity: nothing links to "timidity support" wikitext text/x-wiki #redirect [[Timidity]] 95588d983ba96a665985da964ebe9243c41bdb4d Toggleconsole 0 1375 1766 1756 2006-04-03T19:22:00Z AlexMax 9 wikitext text/x-wiki ===toggleconsole=== Toggles the display of the console. [[Category:Client_commands]] b5910751a431ccf78278252c2a23f6a355cb0005 1756 2006-04-03T19:16:03Z AlexMax 9 wikitext text/x-wiki '''toggleconsole''' Toggles the display of the console. [[Category:Client_commands]] 12d259148c1f3a0135b25d7148472a34c2de2086 Togglemap 0 1406 2112 2006-04-14T18:32:03Z AlexMax 9 wikitext text/x-wiki ===togglemap=== Toggles the display of the automap. [[Category:Client_commands]] 8c51381dc3038e5e176eefc7fe81714de492d5ec Togglemessages 0 1372 1834 1769 2006-04-04T17:16:53Z Voxel 2 /* togglemessages */ wikitext text/x-wiki ===togglemessages=== Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however. Also, see [[show_messages]]. [[Category:Client_commands]] 2a4ccaf73a5ac1fe8d1ec7c83811f631172c6420 1769 1753 2006-04-03T19:23:10Z AlexMax 9 wikitext text/x-wiki ===togglemessages=== Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however. [[Category:Client_commands]] 9b6f24aee518ab2fdb8f9dc0406599f6d15d2762 1753 2006-04-03T19:14:22Z AlexMax 9 wikitext text/x-wiki '''togglemessages''' Toggles the display of messages on the top of your screen durring play. Messages are still recorded in the console itself, however. [[Category:Client_commands]] f800d01467c5c75bf889e19c07cd14b5d4be7da2 Troubleshooting 0 1314 3782 3781 2013-12-13T04:56:03Z HeX9109 64 /* WADs and directories */ wikitext text/x-wiki {{stub}} == Common problems == === Music/Sound on Windows Vista/7 === Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely. To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations. The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]: <pre> 1) Download freepats-*.zip (where * indicates latest date) 2) Unzip into C:\TIMIDITY 3) Rename crude.cfg to timidity.cfg 4) Run Odamex </pre> Another option is to ignore sdl_mixer and use Portmidi, which is now the default sound playback system on Windows === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. Odamex will also autodetect iwads that are installed from an official retail installation, whether from floppy disk, CD, internet purchase from id software, or the Steam releases of Doom. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 8a9dd35b57ee3b1255ec511e5347611dab1dd26c 3781 3590 2013-12-13T04:54:24Z HeX9109 64 /* Music/Sound on Windows Vista/7 */ wikitext text/x-wiki {{stub}} == Common problems == === Music/Sound on Windows Vista/7 === Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely. To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations. The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]: <pre> 1) Download freepats-*.zip (where * indicates latest date) 2) Unzip into C:\TIMIDITY 3) Rename crude.cfg to timidity.cfg 4) Run Odamex </pre> Another option is to ignore sdl_mixer and use Portmidi, which is now the default sound playback system on Windows === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 03cfd78a1e1700188e21af9f93e5bd7cd4870c5f 3590 3589 2011-12-29T22:03:59Z Russell 4 wikitext text/x-wiki {{stub}} == Common problems == === Music/Sound on Windows Vista/7 === Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely. To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations. The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]: <pre> 1) Download freepats-*.zip (where * indicates latest date) 2) Unzip into C:\TIMIDITY 3) Rename crude.cfg to timidity.cfg 4) Run Odamex </pre> === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 8e1d8274c1c31f7fcb8ec83b56e25931472b18f8 3589 3476 2011-12-29T22:01:27Z Russell 4 wikitext text/x-wiki {{stub}} == Common problems == === Music/Sound on Windows Vista/7 === Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely. To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations. The other option to get music working properly is to install [http://freepats.zenvoid.org/ Freepats]: 1) Download freepats-*.zip (where * indicates latest date) 2) Unzip into C:\TIMIDITY 3) Rename crude.cfg to timidity.cfg 4) Run Odamex === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 90ef12e490d14787ddc7d42b62dd33b0e44d559f 3476 2662 2010-08-23T11:33:57Z Ralphis 3 /* Common problems */ wikitext text/x-wiki {{stub}} == Common problems == === Music/Sound on Windows Vista/7 === Due to some changes in Windows Vista and Windows 7, midi music can no longer be turned down independently of sound volume. Unfortunately for the time being, the only way to be able to turn music down while keeping your sounds is to turn music off entirely. To do this, go into the Odamex Launcher, goto file > settings and find the box at the bottom that says "Extra Command Line Arguments". In that box, put in "-nomusic" without quotations. === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 3bbc7999f25f8fb50dd7e08e13fe827b695ab2b7 2662 2359 2007-01-09T21:11:41Z Ralphis 3 wikitext text/x-wiki {{stub}} == Common problems == 1) get gun 2) shoot trouble no, seriously. === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 5cb03c0c3551d8ec0a7331bd00187fbee1edda78 2359 2358 2006-09-30T11:10:28Z 86.138.239.0 0 /* WADs and directories */ wikitext text/x-wiki == Common problems == 1) get gun 2) shoot trouble no, seriously. === WADs and directories === Odamex looks for wads in the following order: * Commandline -waddir parameter * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. You can also specify semicolon (";") delimetered lists of paths in either the commandline or in DOOMWADDIR. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] ff815cf10a8b9b74437a26c9c45399c8d4d45da3 2358 2090 2006-09-30T11:04:18Z 86.138.239.0 0 wikitext text/x-wiki == Common problems == 1) get gun 2) shoot trouble no, seriously. === WADs and directories === Odamex looks for wads in the following order: * Commandline waddir * DOOMWADDIR environment variable * Working directory * Program directory Make sure at least one of those has the wads you want to use. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 5460e6eb13874dbcc73b7c6165235e45e0f5bd20 2090 2089 2006-04-14T01:53:54Z Voxel 2 /* If all else fails */ wikitext text/x-wiki == Common problems == 1) get gun 2) shoot trouble no, seriously. == If all else fails == * Ask on the [http://odamex.net/boards message board] * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the [[MAINTAINERS]] 6d388a1f199ca71f436a256d18b1ec3f659a28a5 2089 2088 2006-04-14T01:53:16Z Voxel 2 /* If all else fails */ wikitext text/x-wiki == Common problems == 1) get gun 2) shoot trouble no, seriously. == If all else fails == * Report a [[bugs|bug]] * Ask in [[IRC]] * Contact the [[MAINTAINERS]] a3f32b8bf44b5267f2de53efcf9a50bc514a5f64 2088 1416 2006-04-14T01:52:29Z Voxel 2 wikitext text/x-wiki == Common problems == 1) get gun 2) shoot trouble no, seriously. == If all else fails == * Ask in [[IRC]] * Report a [[bugs|bug]] * Contact the developers f03595ed1a6e2f96ac8aaf993a442395ba98e9e3 1416 2006-03-30T18:42:47Z Voxel 2 wikitext text/x-wiki Report [[bugs]]! e396ebd7e4f6734e7345f587030600888ef06621 Turn180 0 1404 2109 2006-04-14T18:26:56Z AlexMax 9 wikitext text/x-wiki ===turn180=== Turns the player around 180 degrees. Only useful for keyboard-only players. [[Category:Client_commands]] 0e48d4744c992437ff1e4c5ea9975b9ce6bd8bf4 Ui transblue 0 1527 2826 2007-01-31T21:42:19Z AlexMax 9 wikitext text/x-wiki ===ui_transblue=== 0-255: Amount of blue to use in transparent items<br> [[Category:Client_variables]] 51e0411bdcaaa936791130fe95dceaedd4a6675a Ui transgreen 0 1528 2827 2007-01-31T21:42:35Z AlexMax 9 wikitext text/x-wiki ===ui_transgreen=== 0-255: Amount of green to use in transparent items<br> [[Category:Client_variables]] 253a05a814aeb66fc568fb37804ae02c2b7dc784 Ui transred 0 1526 2825 2007-01-31T21:41:50Z AlexMax 9 wikitext text/x-wiki ===ui_transred=== 0-255: Amount of red to use in transparent items<br> [[Category:Client_variables]] 79102416a48698e5071e010501a4e0256926e8a8 Unbind 0 1428 2164 2006-04-16T04:48:22Z Ralphis 3 wikitext text/x-wiki ===unbind=== The '''unbind''' command unbinds a key that you have [[bind|binded]]. Alternately, you can unbind all keys using the [[unbindall]] command. ''Ex. To clear the t key of being binded to any command type '''unbind t''' in console.'' [[Category:Client_commands]] 0deeb64e563aec01b83b98639c0955269e0b4cfc Unbindall 0 1427 2163 2162 2006-04-16T04:46:45Z Ralphis 3 wikitext text/x-wiki ===unbindall=== The '''unbindall''' command unbinds every key that you have [[bind|binded]]. [[Category:Client_commands]] aaa15890ae9de5972c3ae3d913a6966c1341915d 2162 2006-04-16T04:45:35Z Ralphis 3 wikitext text/x-wiki ===unbindall=== The '''unbindall''' command unbinds every key that you have [[bind binded]]. [[Category:Client_commands]] c8b71c55d30a59104542910ae0a336a70417ba06 Unlagged 0 1736 3572 2011-09-08T03:01:49Z Ralphis 3 wikitext text/x-wiki Aiming Latency Compensation, or Unlagged as it is commonly known in the Doom community, is a feature that temporally adjusts the position of possible targets to account for a player's network latency when that player fires an instant-hit weapon such as the shotgun or chaingun. When a player aims and fires at an enemy player, a message is sent from the player to the server indicating the player is firing a weapon. The server does not instantly receive the message however, as the player often has network latency delaying the message during its transit. This latency is approximately half of the player's round-trip ping time to the server. The result of high levels of latency is often that an enemy will have moved by the time the server receives the player's message to fire a weapon, spoiling the player's aim. Players have to aim in front of moving targets to account for this phenomena. Aiming Latency Compensation is able to combat this problem. When a server receives a message that a player is firing a weapon, it accurately determines the player's latency to the server. Then it temporarily moves all enemies to the position they were in when the player originally fired the weapon, as determined by the latency calculation. Next, the server calculates any damage to enemies, and finally, restores the enemies to their most recent position. The effect of this compensation is that the player can now aim directly at a moving enemy instead of aiming ahead when firing instant-hit weapons. 77e4abca4b8d7c7a24b663f87c8ecf7ff466f1e8 Use joystick 0 1530 2829 2007-01-31T21:44:23Z AlexMax 9 wikitext text/x-wiki ===use_joystick=== 0: Disable joystick input<br> 1: Enable joystick input<br> [[Category:Client_variables]] 5ecb138dd7489991a50f5bcf98d20f1ec02d4665 Use mouse 0 1531 2830 2007-01-31T21:44:51Z AlexMax 9 wikitext text/x-wiki ===use_mouse=== 0: Disable mouse input<br> 1: Enable mouse input<br> [[Category:Client_variables]] 9278ec090d7dfc695122d5747419da7389c3d1ae Variables 0 1334 3618 3107 2012-03-16T01:31:12Z AlexMax 9 wikitext text/x-wiki Often referred to as "cvars", variables control the runtime behaviour of odamex. There are: * [[:Category:Client variables|Client variables]] * [[:Category:Server variables|Server variables]] ??? * [[Client Variables]] * [[Common Variables]] * [[Server Variables]] 58cc3310d4ab2982116be1fcded2c678f4f32734 3107 1574 2008-05-06T11:14:32Z Ralphis 3 Alphabetized wikitext text/x-wiki Often referred to as "cvars", variables control the runtime behaviour of odamex. There are: * [[:Category:Client variables|Client variables]] * [[:Category:Server variables|Server variables]] 24d7c73ce081bdee877af5bd31b61cbe7c67834a 1574 1562 2006-03-30T21:54:49Z Voxel 2 wikitext text/x-wiki Often referred to as "cvars", variables control the runtime behaviour of odamex. There are: * [[:Category:Server variables|Server variables]] * [[:Category:Client variables|Client variables]] 165e36897e1580ba09faadb2d71e46f193db081d 1562 1561 2006-03-30T21:38:35Z Voxel 2 wikitext text/x-wiki There are: * [[:Category:Server variables|Server variables]] * [[:Category:Client variables|Client variables]] 501ef627063eb5e31a63e69b703a9f47e7818a4f 1561 2006-03-30T21:38:23Z Voxel 2 wikitext text/x-wiki There are: * [[:Category:Server variables|Server variables]] * [[:Category:Client variables|Server variables]] 5991e70502733cb434466051913bbd29708e841c Version 0 1507 3027 2733 2008-04-27T23:07:25Z Russell 4 wikitext text/x-wiki ===version=== Tells you what version and revision number of Odamex you are running. To get the version of a specific source file instead, type: version xxx, where xxx is the name of the file, eg: version m_misc.cpp A list of source file can be obtained with the [[listsourcefiles]] console command. [[Category:Server_commands]] [[Category:Client_commands]] 32ddbd96a37f90836cf5730f3c2625f7def6ea6e 2733 2007-01-19T21:12:23Z AlexMax 9 wikitext text/x-wiki ===version=== Tells you what version and revision number of Odamex you are running. [[Category:Server_commands]] [[Category:Client_commands]] 2f0eceac0f3c6b45312a7dfba762c4a7aea350af Vid currentmode 0 1370 1770 1751 2006-04-03T19:23:22Z AlexMax 9 wikitext text/x-wiki ===vid_currentmode=== Prints the current video mode to the console. [[Category:Client_commands]] 9a355eb7bd78026f102ed073f3b205e9f188581a 1751 2006-04-03T19:12:55Z AlexMax 9 wikitext text/x-wiki '''vid_currentmode''' Prints the current video mode to the console. [[Category:Client_commands]] 2662de9b9bd49d76e7761ecd32446bbf2e723caa Vid fps 0 1524 2819 2818 2007-01-29T20:56:04Z AlexMax 9 wikitext text/x-wiki ===vid_fps=== 0: Hide FPS counter<br> 1: Show FPS counter Note that this isn't true FPS, instead it shows time to draw a frame. Still, it might be useful to determine if the renderer is slowing down on certain geometry. [[Category:Client_variables]] 7a215f4eec761b878bef5657708af7bc3c7c1f96 2818 2007-01-29T20:55:21Z AlexMax 9 wikitext text/x-wiki ===vid_fps=== 0: Hide FPS counter<br> 1: Show FPS counter Useful to determine if the renderer is slowing down on certain geometry. [[Category:Client_variables]] 51c02d0c79e7a49ec519cad83fdbdaf8935b993a Vid listmodes 0 1369 1771 1750 2006-04-03T19:23:35Z AlexMax 9 wikitext text/x-wiki ===vid_listmodes=== Prints to the console a list of avalable video modes. The current video mode is highlighted in green. [[Category:Client_commands]] 8fddfe411ae23bdce20d9e9dfbfc367eb1c38e6b 1750 2006-04-03T19:11:52Z AlexMax 9 wikitext text/x-wiki '''vid_listmodes''' Prints to the console a list of avalable video modes. The current video mode is highlighted in green. [[Category:Client_commands]] e674d4fac32dd47b99aa8f6be61db4fc5f1bad63 Voting 0 1741 3659 3643 2012-07-04T21:20:48Z Ralphis 3 /* Vote Modifiers */ wikitext text/x-wiki Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player. =Server= ==Vote Modifiers== The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules. ===Count Absentee Votes=== Usage: '''sv_vote_countabs (#)''' When enabled, will not count non-votes as either a "yes" or "no" after the vote timelimit has expired. When disabled, non-votes will be counted as a "no" after the time limit has expired. ===Vote Majority=== Usage: '''sv_vote_majority (#)''' Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%). ===Vote Timelimit=== Usage: '''sv_vote_timelimit (#)''' The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''. ===Vote Timeout=== Usage: '''sv_vote_timeout (#)''' The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''. ==Types of Votes== There are a number of different types of votes available for server administrators. They can all be easily turned on or off. ===Coinflip=== Usage: '''sv_callvote_coinflip (0-1)''' Allows clients the ability to flip a coin. Returns either heads or tails in a text string. ===Force to Spectator=== Usage: '''sv_callvote_forcespec (0-1)''' Allows clients the ability to force an active player into spectator mode. ===Fraglimit=== Usage: '''sv_callvote_fraglimit (0-1)''' Allows clients the ability to change the fraglimit through a vote. ===Kick=== Usage: '''sv_callvote_kick (0-1)''' Allows clients the ability to kick other players from the server through a vote. ===Map=== Usage: '''sv_callvote_map (0-1)''' Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players. ===Nextmap=== Usage: '''sv_callvote_nextmap (0-1)''' Allows clients the ability to force the server to the next map in the maplist. ===Random Captains=== Usage: '''sv_callvote_randcaps (0-1)''' Allows clients the ability to have the server choose two "captains" from in-game players or spectators which have used the '''ready''' command. It will set them both to separate teams in team games. Commonly used for private CTF games. ===Random Map=== Usage: '''sv_callvote_randmap (0-1)''' Allows clients the ability to have the server jump to a random map from its maplist. ===Random Pickup=== Usage: '''sv_callvote_randpickup (0-1)''' Allows clients the ability to have the server shuffle teams with a designated number of players. ===Restart Map=== Usage: '''sv_callvote_restart (0-1)''' Allows clients the ability to have the server reload the current map. ===Scorelimit=== Usage: '''sv_callvote_scorelimit (0-1)''' Allows clients the ability to change the scorelimit through a vote. ===Timelimit=== Usage: '''sv_callvote_timelimit (0-1)''' Allows clients the ability to change the timelimit through a vote. =Client Commands= Voting in Odamex is very simple. The client issues the callvote command through the console with the proper parameters. The client can bind keys to vote yes or no through the ''Customize Controls'' menu. The player that calls the vote automatically is assumed to be a yes vote from the start. ===Coinflip=== Usage: '''callvote coinflip''' Result of the coinflip will be output in a message from the server. ===Force to Spectator=== Usage: '''callvote forcespec (Player ID #)''' The player ID # can be found by using the '''players''' console command. ===Fraglimit=== Usage: '''callvote fraglimit (#)''' Substitute the # with the new desired fraglimit. ===Kick=== Usage: '''callvote kick (Player ID #) (reason)''' The Player ID # can be found by using the '''players''' console command. Anything entered after the Player ID # will be printed as the reason, though a reason is not necessary. ===Map=== Usage: '''callvote map (Map ID #)''' or '''callvote map ***''' There are a number of ways to vote for maps. In order to see what maps are available for vote, use the '''maplist''' command. The maplist will print with an id # for each map. However, you can also vote for maps using wildcards. For instance, if maps 1-20 from dwango5.wad are on the server, you could use the command ''callvote map dwango5 map18'' to pull up a vote for map18. If dwango5 is the ONLY wad on the server and there are no other map18 entries in the list, you could simply do ''callvote map map18''. If a wad has a single map, such as the common duel map found in judas23_.wad, you could issue the command ''callvote map judas''. Feel free to experiment with these wildcards. Odamex will not allow you to make a mistake if there are too many possible results for what you are trying to vote. ===Nextmap=== Usage: '''callvote nextmap''' ===Random Captains=== Usage: '''callvote randcaps''' For use in team games. See Types of Votes above for more information. ===Random Map=== Usage: '''callvote randmap''' ===Random Pickup=== Usage: '''callvote randpickup (#)''' For use in team games, will randomly shuffle in-game players and spectators who have used the '''ready''' command. Substitute # for the total number of players you want to be shuffled. If you want a 3 vs 3 game, use the number 6. If you want a 5 vs 5 game, use the number 10. ===Restart Map=== Usage: '''callvote restart''' ===Scorelimit=== Usage: '''callvote scorelimit (#)''' Substitute the # with the new desired scorelimit. ===Timelimit=== Usage: '''callvote timelimit (#)''' Substitute the # with the new desired timelimit. Measured in minutes. ae0c2fc9f141d763ef520f4b1ae287b21b37fbe4 3643 3624 2012-05-02T17:41:26Z Ralphis 3 wikitext text/x-wiki Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player. =Server= ==Vote Modifiers== The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules. ===Vote Majority=== Usage: '''sv_vote_majority (#)''' Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%). ===Vote Timelimit=== Usage: '''sv_vote_timelimit (#)''' The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''. ===Vote Timeout=== Usage: '''sv_vote_timeout (#)''' The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''. ==Types of Votes== There are a number of different types of votes available for server administrators. They can all be easily turned on or off. ===Coinflip=== Usage: '''sv_callvote_coinflip (0-1)''' Allows clients the ability to flip a coin. Returns either heads or tails in a text string. ===Force to Spectator=== Usage: '''sv_callvote_forcespec (0-1)''' Allows clients the ability to force an active player into spectator mode. ===Fraglimit=== Usage: '''sv_callvote_fraglimit (0-1)''' Allows clients the ability to change the fraglimit through a vote. ===Kick=== Usage: '''sv_callvote_kick (0-1)''' Allows clients the ability to kick other players from the server through a vote. ===Map=== Usage: '''sv_callvote_map (0-1)''' Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players. ===Nextmap=== Usage: '''sv_callvote_nextmap (0-1)''' Allows clients the ability to force the server to the next map in the maplist. ===Random Captains=== Usage: '''sv_callvote_randcaps (0-1)''' Allows clients the ability to have the server choose two "captains" from in-game players or spectators which have used the '''ready''' command. It will set them both to separate teams in team games. Commonly used for private CTF games. ===Random Map=== Usage: '''sv_callvote_randmap (0-1)''' Allows clients the ability to have the server jump to a random map from its maplist. ===Random Pickup=== Usage: '''sv_callvote_randpickup (0-1)''' Allows clients the ability to have the server shuffle teams with a designated number of players. ===Restart Map=== Usage: '''sv_callvote_restart (0-1)''' Allows clients the ability to have the server reload the current map. ===Scorelimit=== Usage: '''sv_callvote_scorelimit (0-1)''' Allows clients the ability to change the scorelimit through a vote. ===Timelimit=== Usage: '''sv_callvote_timelimit (0-1)''' Allows clients the ability to change the timelimit through a vote. =Client Commands= Voting in Odamex is very simple. The client issues the callvote command through the console with the proper parameters. The client can bind keys to vote yes or no through the ''Customize Controls'' menu. The player that calls the vote automatically is assumed to be a yes vote from the start. ===Coinflip=== Usage: '''callvote coinflip''' Result of the coinflip will be output in a message from the server. ===Force to Spectator=== Usage: '''callvote forcespec (Player ID #)''' The player ID # can be found by using the '''players''' console command. ===Fraglimit=== Usage: '''callvote fraglimit (#)''' Substitute the # with the new desired fraglimit. ===Kick=== Usage: '''callvote kick (Player ID #) (reason)''' The Player ID # can be found by using the '''players''' console command. Anything entered after the Player ID # will be printed as the reason, though a reason is not necessary. ===Map=== Usage: '''callvote map (Map ID #)''' or '''callvote map ***''' There are a number of ways to vote for maps. In order to see what maps are available for vote, use the '''maplist''' command. The maplist will print with an id # for each map. However, you can also vote for maps using wildcards. For instance, if maps 1-20 from dwango5.wad are on the server, you could use the command ''callvote map dwango5 map18'' to pull up a vote for map18. If dwango5 is the ONLY wad on the server and there are no other map18 entries in the list, you could simply do ''callvote map map18''. If a wad has a single map, such as the common duel map found in judas23_.wad, you could issue the command ''callvote map judas''. Feel free to experiment with these wildcards. Odamex will not allow you to make a mistake if there are too many possible results for what you are trying to vote. ===Nextmap=== Usage: '''callvote nextmap''' ===Random Captains=== Usage: '''callvote randcaps''' For use in team games. See Types of Votes above for more information. ===Random Map=== Usage: '''callvote randmap''' ===Random Pickup=== Usage: '''callvote randpickup (#)''' For use in team games, will randomly shuffle in-game players and spectators who have used the '''ready''' command. Substitute # for the total number of players you want to be shuffled. If you want a 3 vs 3 game, use the number 6. If you want a 5 vs 5 game, use the number 10. ===Restart Map=== Usage: '''callvote restart''' ===Scorelimit=== Usage: '''callvote scorelimit (#)''' Substitute the # with the new desired scorelimit. ===Timelimit=== Usage: '''callvote timelimit (#)''' Substitute the # with the new desired timelimit. Measured in minutes. 021a8171145ff0ae91b33b85008ba73bc5a9b121 3624 3615 2012-04-01T17:03:08Z Ralphis 3 Addition of all the new voting options wikitext text/x-wiki Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player. =Server= ==Vote Modifiers== The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules. ===Vote Majority=== Usage: '''sv_vote_majority (#)''' Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%). ===Vote Timelimit=== Usage: '''sv_vote_timelimit (#)''' The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''. ===Vote Timeout=== Usage: '''sv_vote_timeout (#)''' The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''. ==Vote Types== There are a number of different types of votes available for server administrators. They can all be easily turned on or off. ===Coinflip=== Usage: '''sv_callvote_coinflip (0-1)''' Allows clients the ability to flip a coin. Returns either heads or tails in a text string. ===Force to Spectator=== Usage: '''sv_callvote_forcespec (0-1)''' Allows clients the ability to force an active player into spectator mode. ===Fraglimit=== Usage: '''sv_callvote_fraglimit (0-1)''' Allows clients the ability to change the fraglimit through a vote. ===Kick=== Usage: '''sv_callvote_kick (0-1)''' Allows clients the ability to kick other players from the server through a vote. ===Map=== Usage: '''sv_callvote_map (0-1)''' Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players. ===Nextmap=== Usage: '''sv_callvote_nextmap (0-1)''' Allows clients the ability to force the server to the next map in the maplist. ===Random Captains=== Usage: '''sv_callvote_randcaps (0-1)''' Allows clients the ability to have the server choose two "captains" from active players. It will set them both to separate teams in team games. Commonly used for private CTF games. ===Random Map=== Usage: '''sv_callvote_randmap (0-1)''' Allows clients the ability to have the server jump to a random map from its maplist. ===Random Pickup=== Usage: '''sv_callvote_randpickup (0-1)''' Allows clients the ability to have the server shuffle teams with a designated number of players. ===Restart=== Usage: '''sv_callvote_restart (0-1)''' Allows clients the ability to have the server reload the current map. ===Scorelimit=== Usage: '''sv_callvote_scorelimit (0-1)''' Allows clients the ability to change the scorelimit through a vote. ===Timelimit=== Usage: '''sv_callvote_timelimit (0-1)''' Allows clients the ability to change the timelimit through a vote. =Client= 7337a57729f82c7b0d5c36821ac7419e3cf4d91d 3615 3603 2012-02-12T16:42:23Z Ralphis 3 /* Vote Timeout */ wikitext text/x-wiki Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player. =Server= ==Vote Modifiers== The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules. ===Vote Majority=== Usage: '''sv_vote_majority (#)''' Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%). ===Vote Timelimit=== Usage: '''sv_vote_timelimit (#)''' The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''. ===Vote Timeout=== Usage: '''sv_vote_timeout (#)''' The amount of time a client must wait to call another vote if their first failed. Measured in seconds, the default value is '''60'''. ==Vote Types== There are a number of different types of votes available for server administrators. They can all be easily turned on or off. ===Map=== Usage: '''sv_callvote_map (0-1)''' Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players. ===Kick=== Usage: '''sv_callvote_kick (0-1)''' Allows clients the ability to kick other players from the server through a vote. ===Fraglimit=== Usage: '''sv_callvote_fraglimit (0-1)''' Allows clients the ability to change the fraglimit through a vote. ===Scorelimit=== Usage: '''sv_callvote_scorelimit (0-1)''' Allows clients the ability to change the scorelimit through a vote. ===Timelimit=== Usage: '''sv_callvote_timelimit (0-1)''' Allows clients the ability to change the timelimit through a vote. =Client= 83ca2fa0e60fa72f1577dfc84d938460e8648d78 3603 2012-02-12T16:27:52Z Ralphis 3 wikitext text/x-wiki Odamex offers a robust set of voting options to server administrators that allows them to give varying levels of control to the player. =Server= ==Vote Modifiers== The vote system offers a variety of options to server administrators that allow votes to be carried out following certain rules. ===Vote Majority=== Usage: '''sv_vote_majority (#)''' Percentage of "yes" votes needed for a vote to pass. Default value is '''0.5''' (50%). ===Vote Timelimit=== Usage: '''sv_vote_timelimit (#)''' The amount of time that clients can participate in a vote. Measured in seconds, the default value is '''30'''. ===Vote Timeout=== Usage: '''sv_vote_timeout (#)''' The amount of time a client must wait between calling votes. Measured in seconds, the default value is '''60'''. ==Vote Types== There are a number of different types of votes available for server administrators. They can all be easily turned on or off. ===Map=== Usage: '''sv_callvote_map (0-1)''' Allows clients the ability to change the map through a vote. All maps in the server's maplist can be voted on by the players. ===Kick=== Usage: '''sv_callvote_kick (0-1)''' Allows clients the ability to kick other players from the server through a vote. ===Fraglimit=== Usage: '''sv_callvote_fraglimit (0-1)''' Allows clients the ability to change the fraglimit through a vote. ===Scorelimit=== Usage: '''sv_callvote_scorelimit (0-1)''' Allows clients the ability to change the scorelimit through a vote. ===Timelimit=== Usage: '''sv_callvote_timelimit (0-1)''' Allows clients the ability to change the timelimit through a vote. =Client= 17d14e6c07566d0d52c97c699b30ca024f14a2af Vulnerability 0 1304 1349 1348 2006-03-29T14:08:00Z Voxel 2 wikitext text/x-wiki Odamex is written in C++, and thus without due diligence could be under threat from the following vulnerabilities. We aim to resolve all known vulnerabilities very quickly, and this list is one of lessons learned. If you find a vulnerability, please report it in [[bugs]] as a critical bug. == Buffer overruns & underruns == === arrays === Be careful with general array indexing. Off by one errors. === printf === Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to: * insufficient target string parameter length (buffer overrun if exceeded) * lack of source string termination (buffer overrun if exceeded) * using source string as format string (bad memory access) * incorrect format string for a source string (bad memory access) Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string == Resource exhaustion == === memory allocation === Could keep creating objects until there's no RAM left. === bandwidth overflow === For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up. === lockup === Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop. == High level logic == === invalid references === All incoming references, ids, and other information from the network must be checked to make sure it is safe. c6b361ea3da8b286053a5a725d295d03a21ff238 1348 1347 2006-03-29T14:07:42Z Voxel 2 wikitext text/x-wiki Odamex is written in C++, and thus without due diligence could be under threat from the following vulnerabilities. We aim to resolve all known vulnerabilities very quickly, and this list is one of lessons learned. If you find a vulnerability, please report it in [[bugs]]. == Buffer overruns & underruns == === arrays === Be careful with general array indexing. Off by one errors. === printf === Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to: * insufficient target string parameter length (buffer overrun if exceeded) * lack of source string termination (buffer overrun if exceeded) * using source string as format string (bad memory access) * incorrect format string for a source string (bad memory access) Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string == Resource exhaustion == === memory allocation === Could keep creating objects until there's no RAM left. === bandwidth overflow === For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up. === lockup === Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop. == High level logic == === invalid references === All incoming references, ids, and other information from the network must be checked to make sure it is safe. f29f636e69bde881a25f9ee9701326f62f4ef7a2 1347 2006-03-29T14:04:27Z Voxel 2 wikitext text/x-wiki Odamex is written in C++, and thus without due diligence could be under threat from the following: == Buffer overruns & underruns == === arrays === Be careful with general array indexing. Off by one errors. === printf === Printf and related (scanf, sscanf, fprintf, VPrintf, etc...) functions have been widely used in the source. They are vulnerable to: * insufficient target string parameter length (buffer overrun if exceeded) * lack of source string termination (buffer overrun if exceeded) * using source string as format string (bad memory access) * incorrect format string for a source string (bad memory access) Note that using a safer equivalent function will not solve all of these issues. Using snprintf, for example, only ensures a sufficiently long target string == Resource exhaustion == === memory allocation === Could keep creating objects until there's no RAM left. === bandwidth overflow === For some requests, a long reply is guaranteed. If those requests keep getting made, all the available bandwidth is taken up. === lockup === Where, for example, a server could tell the client to use negative time in a calculation, creating an infinite loop. == High level logic == === invalid references === All incoming references, ids, and other information from the network must be checked to make sure it is safe. f32300630a7c74629bb18f5f09214debc07b5084 WINE 0 1302 1342 1341 2006-03-29T13:40:31Z Voxel 2 wikitext text/x-wiki [[Image:Snapshot_wine1254.png|thumb|Odamex revision 1254 running in GNU/Debian/WINE|200px]] == Status == Odamex runs and builds under [http://www.winehq.org/ WINE] == Known issues == Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL. 1b9ba4267070111d77acd906f2bac9ca16f63eba 1341 1340 2006-03-29T13:39:30Z Voxel 2 wikitext text/x-wiki [[Image:Snapshot_wine1254.png|thumb|Odamex revision 1254 running in GNU/Debian/WINE|200px]] == Known issues == Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL. e08d938e0abaf1189d9b65b5eb42faac2e9ee395 1340 1339 2006-03-29T13:39:13Z Voxel 2 wikitext text/x-wiki [[Image:Snapshot_wine1254.png|frame|Odamex revision 1254 running in GNU/Debian/WINE|200px]] == Known issues == Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL. 4137b8bfefbfd2bfe390f391d8c04953e86fe997 1339 1338 2006-03-29T13:36:22Z Voxel 2 wikitext text/x-wiki [[Image:Snapshot_wine1254.png|frame|Odamex revision 1254 running in GNU/Debian/WINE]] == Known issues == Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL. 07bf95077af13ff29813fd8cda8fb7a7fac6154c 1338 1337 2006-03-29T13:35:46Z Voxel 2 wikitext text/x-wiki [[Image:Khasbulatov.jpg|frame|Odamex revision 1254 running in GNU/Debian/WINE]] == Known issues == Wine/SDL grabs the mouse as odamex starts. Nothing in the SDL docs suggests that this should happen. Probably a WINE bug, or interoperation between WINE and SDL. 896aa11fb9212a5fbfe0995111ea3386cc276c72 1337 2006-03-29T13:32:12Z Voxel 2 wikitext text/x-wiki [[Image:Snapshot_wine1254.png]] 12e53fa17c36363af32f6bde0fd5a7b0a845b655 Wad 0 1515 3827 2780 2015-01-28T02:29:29Z Manc 1 wikitext text/x-wiki __NOTOC__ __NOEDITSECTION__ ===WAD can refer to one of a few things:=== The ''[[WAD_(file)|WAD]]'' data file ''[[wad_(cvar)|wad]]'' console variable {{disambig}} 33d0b7cd1a426f5107646f1ba7e7fff724ff3116 2780 2779 2007-01-23T20:32:39Z AlexMax 9 wikitext text/x-wiki __NOTOC__ __NOEDITSECTION__ ===WAD can refer to one of a few things:=== The ''[[WAD_(file)|WAD]]'' data file ''[[wad_(cvar)|wad]]'' console variable {{disambig}} 76daf507ff639200603305dd9024210aeab8e813 2779 2007-01-23T20:32:22Z AlexMax 9 wikitext text/x-wiki __NOTOC__ __NOEDITSECTION__ ===WAD can refer to one of a few things:=== The ''[[WAD_(file)|WAD]]'' data file ''[[wad_(cvar)|Deathmatch]]'' console variable {{disambig}} fe1a86afe00203af9d3ff4e4b43803e790da2543 Wad (console command) 0 1568 3800 3017 2014-04-07T23:14:10Z Russell 4 wikitext text/x-wiki The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch files along side it. ==== Syntax ==== <pre> wad pwad [...] [deh/bex [...]] wad iwad [pwad [...]] [deh/bex [...]] </pre> First command loads a pwad, along with optional pwads, along with optional dehacked or bex patch files. Second command is identical to above, but must have an iwad specified first. NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files. ==== Examples ==== Loads doom2.wad <pre> wad doom2 </pre> Load the pwad hr2final.wad <pre> wad hr2final.wad </pre> Load both doom2.wad and hr2final.wad <pre> wad doom2 hr2final.wad </pre> Load strain.wad and its shipped patch file <pre> wad strain.wad strain.deh </pre> Load doom2, with strain.wad and strain.deh <pre> wad doom2 strain.wad strain.deh </pre> You can also specify an absolute or a relative path for pwads/deh's too <pre> wad doom2 ./wads/strain.wad ./wads/strain.deh </pre> [[Category:Client_commands]] [[Category:Server_commands]] 7b753f2df2c5c097d4089a34c196dd4a17f67752 3017 2975 2008-04-15T02:07:02Z Russell 4 wikitext text/x-wiki The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch(es) along side it. ==== Syntax ==== <pre> wad pwad [...] [deh/bex [...]] wad iwad [pwad [...]] [deh/bex [...]] </pre> First command loads a pwad, along with additional optional pwads, along with with a optional dehacked or bex patch files. Second command is identical to above, but must have an iwad specified first. NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files. ==== Examples ==== Loads doom2.wad <pre> wad doom2 </pre> Load the pwad hr2final.wad (this wad requires doom2 btw) <pre> wad hr2final.wad </pre> Load both doom2.wad and hr2final.wad <pre> wad doom2 hr2final.wad </pre> Load strain.wad and its shipped patch file <pre> wad strain.wad strain.deh </pre> Load doom2, with strain.wad and strain.deh <pre> wad doom2 strain.wad strain.deh </pre> You can also specify absolute or relative paths for pwads/deh's too <pre> wad doom2 ./wads/strain.wad ./wads/strain.deh </pre> [[Category:Client_commands]] [[Category:Server_commands]] 7bd7fb7e46f649487a1e8d36aff067530ed6db1f 2975 2974 2007-12-30T23:56:23Z Russell 4 wikitext text/x-wiki The '''wad''' console command loads a wad file at runtime, it can also load optional dehacked and bex patch(es) along side it. ==== Syntax ==== <pre> wad pwad [...] [deh/bex [...]] wad iwad [pwad [...]] [deh/bex [...]] </pre> First command loads a pwad, along with additional optional pwads, along with with a optional dehacked or bex patch files. Second command is identical to above, but must have an iwad specified first. NOTE: iwad files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files. ==== Examples ==== Loads doom2.wad <pre> wad doom2 </pre> Load the pwad hr2final.wad (this wad requires doom2 btw) <pre> wad hr2final.wad </pre> Load both doom2.wad and hr2final.wad <pre> wad doom2 hr2final.wad </pre> Load strain.wad and its shipped patch file <pre> wad strain.wad strain.deh </pre> Load doom2, with strain.wad and strain.deh <pre> wad doom2 strain.wad strain.deh </pre> [[Category:Client_commands]] [[Category:Server_commands]] 91fb57ff48e2143a89efb870e5ed5904994e1111 2974 2007-12-30T23:48:55Z Russell 4 wikitext text/x-wiki ===wad=== Loads a wad file at runtime, can also load optional dehacked and bex patch(es) along side it. IWAD files such as doom2.wad can have .wad omitted, but pwads (eg hr2final.wad) must have them, same with patch files. Loads doom2.wad <pre> wad doom2 </pre> Load the pwad hr2final.wad (this wad requires doom2 btw) <pre> wad hr2final.wad </pre> Load both doom2.wad and hr2final.wad <pre> wad doom2 hr2final.wad </pre> Load strain.wad and its shipped patch file <pre> wad strain.wad strain.deh </pre> Load doom2, with strain.wad and strain.deh <pre> wad doom2 strain.wad strain.deh </pre> [[Category:Client_commands]] [[Category:Server_commands]] f03507b073b744c8e7f4c29ebd0ab0712043d063 Weapnext 0 1422 2156 2154 2006-04-16T04:36:44Z Ralphis 3 /* weapnext */ wikitext text/x-wiki ===weapnext=== This command cycles through your available weapons to the more powerful weapon (however, once you cycle all the way to your most powerful weapon it will then cycle back to your weakest weapon). This command is typically used with a mousewheel. This cycles in the opposite direction of [[weapprev]]. ''Ex. If you wanted to set weapnext to cycle upwards through your weapons using the mousewheel you would type the console command '''[[bind]] mwheelup weapnext'''. Now when you push your mousewheel forward you will cycle upwards through your weapons.'' [[Category:Client_commands]] 86602a0c57a2afff05c2a25e7be1f763adc61edf 2154 2006-04-16T04:34:41Z Ralphis 3 wikitext text/x-wiki ===weapnext=== This command cycles through your available weapons to the more powerful weapon (however, once you cycle all the way to your most powerful weapon it will then cycle back to your weakest weapon). This command is typically used with a mousewheel. This cycles in the opposite direction of [[weapprev]]. ''Ex. If you wanted to set weapnext to cycle upwards through your weapons you would type the console command '''[[bind]] mwheelup weapnext'''. Now when you push your mousewheel forward you will cycle upwards through your weapons.'' [[Category:Client_commands]] 93d8e49719531613d3eb92148cfd8d352cb54832 Weapprev 0 1423 2155 2006-04-16T04:36:23Z Ralphis 3 wikitext text/x-wiki ===weapprev=== This command cycles back through your available weapons to the less powerful weapon (however, once you cycle all the way to your least powerful weapon it will then cycle back to your strongest weapon). This command is typically used with a mousewheel. This is commonly used alongside with [[weapnext]]. ''Ex. If you wanted to set weapprev to cycle downwards through your weapons using the mousewheel you would type the console command '''[[bind]] mwheeldn weapprev'''. Now when you push your mousewheel backwards you will cycle downward through your weapons.'' [[Category:Client_commands]] 26b3c5646cfbf639fc3e2c67a4f8a471b318c23b Talk:ACS 1 1487 2625 2620 2006-11-21T20:01:57Z Manc 1 wikitext text/x-wiki Formatting that file to work with the wiki was HELL :Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST) ::np --[[User:Zorro|Zorro]] 17:44, 19 November 2006 (CST) 63f9989f6be911af7181cc91c379e7597a1a6ebd 2620 2619 2006-11-19T23:44:03Z Zorro 22 wikitext text/x-wiki Formatting that file to work with the wiki was HELL :Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST) np --[[User:Zorro|Zorro]] 17:44, 19 November 2006 (CST) 5971d99517aed66c2addbcb35c962653987d644e 2619 2611 2006-11-19T23:03:00Z Manc 1 wikitext text/x-wiki Formatting that file to work with the wiki was HELL :Heh, I'm sorry to have removed it, but it wasn't really necessary for the entire article and implied that support would be added it seemed. Thanks for thinking about having a wiki article about this, it'll be important.--[[User:Manc|Manc]] 17:03, 19 November 2006 (CST) 1d8bdf59676597e393704d4505e7767bb59fda69 2611 2610 2006-11-19T22:13:00Z Zorro 22 wikitext text/x-wiki Formatting that file to work with the wiki was HELL 1b6f75a0488e888c05f3accea2f927ab8ae15542 2610 2006-11-19T22:12:51Z Zorro 22 wikitext text/x-wiki Formatting that tile to work with the wiki was HELL 9ab6e539e741e7c2b7f6feceaf134572d3c6b29d Talk:BusinessCase 1 1739 3600 2012-01-14T14:34:19Z Pokamartil 71 Viagra, Cialis, Levitra, Kamagra, ED packs wikitext text/x-wiki http://www.whosyomama.com/facts-about-cialis/#bw6x - CIALIS dfa78d3d791cdd8981f4f5dcc1524ff6aa807c0e Talk:Cheating 1 1489 3648 3646 2012-05-09T23:52:21Z Manc 1 wikitext text/x-wiki ''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.'' I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST) ''Good advice. I have updated the text. --[[User:Manc|Manc]] 23:52, 9 May 2012 (UTC)'' 5c4acd943984c3dcf0aeb7bc653399f4504a4c66 3646 3645 2012-05-09T23:47:02Z Manc 1 wikitext text/x-wiki ''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.'' I don't like the sound of this. How could this be clarified to mean something like "The Odamex team would be interested in this as a bug to be fixed, however please take up issues with the player themselves with your server administration." --[[User:AlexMax|AlexMax]] 14:51, 20 November 2006 (CST) 61dcfa444fee95e1159ea6ce8d949f62917375ca 3645 3636 2012-05-08T13:57:34Z TipDeftTept 74 loftiness tools in preference to of get wikitext text/x-wiki ''When you believe that another player has used an unfair advantage against you, report that player to the server administrator or the Odamex team.'' I don't like the sound of this. 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They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST) :I stand corrected. Page has been updated to reflect this. --[[User:AlexMax|AlexMax]] 14:42, 9 November 2006 (CST) edecf4a550d075feabd12be8ec622f0ccadfb693 2542 2532 2006-11-09T20:42:16Z AlexMax 9 wikitext text/x-wiki === Linux and Codeblocks === The current text isn't entirely true because you can get nightly builds for some linux distros, and while the bleeding edge may not be available, any of the recently nightly builds that are available will open the project files. They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST) :I stand corrected. Page has been updated to reflect this. --[[User:AlexMax|AlexMax]] 14:42, 9 November 2006 (CST) edecf4a550d075feabd12be8ec622f0ccadfb693 2532 2006-11-07T18:35:56Z Manc 1 Linux and codeblocks wikitext text/x-wiki === Linux and Codeblocks === The current text isn't entirely true because you can get nightly builds for some linux distros, and while the bleeding edge may not be available, any of the recently nightly builds that are available will open the project files. They changed the workspace/project format quite some time ago. --[[User:Manc|Manc]] 12:35, 7 November 2006 (CST) 51c95ce5fade83ee468aaf795c3cdd2c70143dde Talk:Compiling using Codeblocks 1 1475 2569 2006-11-10T16:09:15Z AlexMax 9 Talk:Compiling using Codeblocks moved to Talk:Compiling using Code::Blocks: Title accuracy wikitext text/x-wiki #redirect [[Talk:Compiling using Code::Blocks]] 28a5487048cdc1ca25387ead4bf5badfa362a9d3 Talk:Current events 1 1366 1746 2006-04-03T15:56:55Z Manc 1 wikitext text/x-wiki This page has been removed from the normal wiki rotation. It is protected. 3c54a16d07e6199dfa3db4e08d84e7e674d2a67c Talk:FAQ 1 1574 3025 2008-04-25T03:44:17Z Russell 4 Talk:FAQ moved to Talk:Frequently Asked Questions: Some people are stupid and don't know what this is, looks better on the front page anyway wikitext text/x-wiki #redirect [[Talk:Frequently Asked Questions]] 14a3ccc58d324804142964bc725c7b3c9b3f7407 Talk:Frequently Asked Questions 1 1459 3024 2291 2008-04-25T03:44:17Z Russell 4 Talk:FAQ moved to Talk:Frequently Asked Questions wikitext text/x-wiki == DOOM1.WAD == Is debateable, I remember ID Software didn't allow PWAD's to be run with the shareware version of Doom I presume they didn't want the shareware version to be played online, but then again, I'm not too sure about that 6076b2e361e4a4b2abf28a3ca063e852241a88ef 2291 2006-09-19T09:14:03Z Russell 4 DOOM1.WAD wikitext text/x-wiki == DOOM1.WAD == Is debateable, I remember ID Software didn't allow PWAD's to be run with the shareware version of Doom I presume they didn't want the shareware version to be played online, but then again, I'm not too sure about that 6076b2e361e4a4b2abf28a3ca063e852241a88ef Talk:Gameplay 1 1396 2240 2239 2006-05-16T01:27:56Z EarthQuake 5 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT) :"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT) :"Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:EarthQuake|EarthQuake]] 20:27, 15 May 2006 (CDT) d46376b27810431f1cfed4d09f6e358c7fa3e650 2239 2238 2006-05-16T01:27:06Z 69.58.9.52 0 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT) :"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT) :"Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:69.58.9.52|69.58.9.52]] 20:26, 15 May 2006 (CDT) a235f32cba1bfc7e3367af76a85d838b98db3185 2238 2237 2006-05-16T01:26:40Z 69.58.9.52 0 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT) :"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT) "Introduction to Doom"? "Classic Gameplay"? "Original Gameplay"? I like the first best. --[[User:69.58.9.52|69.58.9.52]] 20:26, 15 May 2006 (CDT) 21b0738c011d25a33388d4dc159ac5cbadbd20ad 2237 2224 2006-05-11T00:40:16Z Deathz0r 6 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT) :"User's Guide to DOOM?" A bit cheesy, but it's a start. -[[User:Deathz0r|Deathz0r]] 19:40, 10 May 2006 (CDT) 7701dc3141b9ec826e641dc732f74fd9c42b6d54 2224 2222 2006-05-01T18:28:44Z EarthQuake 5 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) Agreed, it's not very fitting, but are there any suggestions on what name the article? --[[User:EarthQuake|EarthQuake]] 13:28, 1 May 2006 (CDT) 148f466b2a5b3da38d0843c1020116b846d59324 2222 2220 2006-04-28T14:51:18Z Voxel 2 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) Vote to split or move. Having all this under the word gameplay is confusing. --[[User:Voxel|Voxel]] 09:51, 28 April 2006 (CDT) b2255c0622947bf0a9ee65165b472093052e8017 2220 2192 2006-04-24T01:53:28Z EarthQuake 5 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) I'm not a user of sr50, but I'm pretty sure that the mouse is not required to perform it. The appropriate section needs revising by someone knowledgable on the subject. --[[User:EarthQuake|EarthQuake]] 20:53, 23 April 2006 (CDT) 2ae0d2ea1f5563971c4ed1fcd1ddb15d29500747 2192 2100 2006-04-16T05:20:15Z Manc 1 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) All fine and well, but "Gameplay" is not the most appropriate term... --[[User:Manc|Manc]] 00:20, 16 April 2006 (CDT) 9d8ce52210f434487b08716290045091d3f5ad7e 2100 2099 2006-04-14T17:06:19Z AlexMax 9 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. --[[User:AlexMax|AlexMax]] 12:06, 14 April 2006 (CDT) 00510bcb52125bb41b4a64c2ff257425f5b71ac4 2099 2098 2006-04-14T17:06:02Z AlexMax 9 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) I just wanted to have an article that would chronicle the differenes between how Doom plays differently than modern FPS's, such as Quake. e3dff82e906dfbfa021d779d18da97c2638f5d40 2098 2096 2006-04-14T04:16:23Z EarthQuake 5 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. Also, I think the list of weapons should be sorted in some way. Perhaps by how often they are used? --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) 930fddeed810879ab89a6275d38f7167c6b47737 2096 1974 2006-04-14T04:12:34Z EarthQuake 5 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) I don't think CTF should be listed at the bottom of the page. In this article we are talking about .exe behaviors, not things added or changed by Odamex. I will remove it for now. --[[User:EarthQuake|EarthQuake]] 23:12, 13 April 2006 (CDT) d83e43d8b90e9e762d62e08feb1e47763331121e 1974 2006-04-11T19:48:05Z Manc 1 wikitext text/x-wiki I vote for a different article title than "gameplay" The movement is the only real thing that would be classified as such directly, and it's just an awkward to use in the first place. --[[User:Manc|Manc]] 14:48, 11 April 2006 (CDT) 6ee06562b44844b90138f6c94346b1bf2d7d63ab Talk:Gmail toll free number 1-844-389-5696 gmail support number 1 1830 3855 2017-04-12T07:20:42Z Nillom 133 Created page with "Online support ( 1@844@389@5696)^@^@ Gmail Support Phone Number+ Gmail PHone number @Gmail phone number Gmail Support Phone NumberGmail Support Phone NumberGmail Support P..." wikitext text/x-wiki Online support ( 1@844@389@5696)^@^@ Gmail Support Phone Number+ Gmail PHone number @Gmail phone number Gmail Support Phone NumberGmail Support Phone NumberGmail Support Phone NumberGmail Support Phone NumberGmail Support Phone NumberGmail Support Phone NumberGmail Support Phone NumberOnline support ( 1@844@389@5696)^@^@ Gmail Support Phone Number+ Gmail PHone number @Gmail phone numberKALLUUUUUUUUU( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number??? KALLUUUUUUUUU( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number??? KALLUUUUUUUUU( 1@844@389@5696 Gmail Support Phone Number Gmail PHone number @Gmail phone number??? 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I see several instances where information is redundant (partly my fault, but it was there in the first place), and in general I think that this section could use some better organization. The things that seem to be most redundant are seem to be instructions and suggestions for subversion use and where to put libraries. The problem with the former is that the article on subversion only describes what it is and how to get access without describing how to use it to download the source, and the problem with the later is that it is handled on a tutorial by tutorial basis. What we have here is 'good enough' i suppose, and people can probaly figure it out themselves if they poke around enough, but if we want to provide more tutorials in the future, possibly covering other IDE's and compilers, it could get kind of messy. --[[User:AlexMax|AlexMax]] 14:52, 9 November 2006 (CST) 409feb1055c28a31cc9ec16eae06e1a6962f24de Talk:How to play 1 1346 1743 1670 2006-04-01T18:27:27Z EarthQuake 5 wikitext text/x-wiki I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST) OK, fixed it up a bit and added some more details. --[[User:Nautilus|Nautilus]] Lookin sexy. --[[User:EarthQuake|EarthQuake]] 12:27, 1 April 2006 (CST) 00f78c92bb628b8353231d747e9344b85c73bb9c 1670 1669 2006-03-31T06:19:56Z Nautilus 10 wikitext text/x-wiki I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST) OK, fixed it up a bit and added some more details. --[[User:Nautilus|Nautilus]] 56e838c5f22d347d0984fafdd12cd65bb14f8bfa 1669 1617 2006-03-31T06:19:29Z Nautilus 10 wikitext text/x-wiki I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST) OK, fixed it up a bit and added some more details. e8241ecc67bc2e246d0c681cf799f433116b683f 1617 1616 2006-03-31T02:07:45Z EarthQuake 5 wikitext text/x-wiki I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. Also, I'm a bit worried about the Coop section, the last bit seems really similar to the entry on the Doom Wiki, despite not having read it until after I wrote this. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST) a3362ffe1a627c19bb12efcb2fcd99f1acd9bd2c 1616 2006-03-31T02:06:22Z EarthQuake 5 wikitext text/x-wiki I hacked this together in about 20 minutes. It needs work still and might sound a bit cheesy in places, so feel free to improve it. --[[User:EarthQuake|EarthQuake]] 20:06, 30 March 2006 (CST) f50c9875e8bc12ac1b6d2bc1b836b12069abc3d9 Talk:IRC 1 1541 2858 2857 2007-02-21T02:32:44Z KitsuKun 18 wikitext text/x-wiki Should we link to a page with "proper IRC conduct." Also: Should we add that "Definition of repeat offense is solely determined by channel operators."--Sorry, almost forgot to sign [[User:KitsuKun|KitsuKun]] 20:32, 20 February 2007 (CST) 05b3d11b0179de45a1764ca92c1d9500c00848e8 2857 2007-02-21T02:32:17Z KitsuKun 18 wikitext text/x-wiki Should we link to a page with "proper IRC conduct." Also: Should we add that "Definition of repeat offense is solely determined by channel operators." c308c80ef449f455dd999cf96571e999546a75df Talk:Idclev 1 1435 2176 2006-04-16T04:57:13Z Ralphis 3 wikitext text/x-wiki Is this a required command or is it to be removed from the source? --[[User:Ralphis|Ralphis]] 23:57, 15 April 2006 (CDT) 8d571f3861b736ac232c4c599fc8b871ea2921b6 Talk:Idmus 1 1438 2912 2182 2007-04-16T05:14:51Z Russell 4 wikitext text/x-wiki Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT) The same applies to [[changemus]]. --[[User:Ralphis|Ralphis]] 00:02, 16 April 2006 (CDT) Its now allowed in chocolate-doom, so it should probably remain that way. --[[User:Russell|Russell]] a7517eaeb7b0dd5af61142348e7c733df92b04a6 2182 2179 2006-04-16T05:02:20Z Ralphis 3 wikitext text/x-wiki Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT) The same applies to [[changemus]]. --[[User:Ralphis|Ralphis]] 00:02, 16 April 2006 (CDT) 80bdb5d09c0b77c9c8d9d33fc8d0a8e05223633c 2179 2006-04-16T05:00:29Z Ralphis 3 wikitext text/x-wiki Is this a cheat or not? --[[User:Ralphis|Ralphis]] 00:00, 16 April 2006 (CDT) 3105dad33ebdafd2ec3a283572f134a62465c8c7 Talk:Launcher Protocol 1 1464 2430 2429 2006-10-26T19:03:48Z Manc 1 wikitext text/x-wiki == wad list and wad count == Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT) 0c3103499ba44138b6db86a719d6317c13f8be59 2429 2428 2006-10-26T19:03:34Z Manc 1 wad list and wad count wikitext text/x-wiki == wad list and wad count == Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT) a2bba980cecfdb4e4f6509f9595ebaa9def8a229 2428 2427 2006-10-26T19:03:23Z Manc 1 Change how I add this in there wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 2427 2006-10-26T19:02:25Z Manc 1 wikitext text/x-wiki Are there plans then to change the pwad count to wadcount or to change what it sends so the iwad isn't included? Same would go with wadlist. Either we have a separate iwad field or we take it that the wadcount is always 1 or more since you always have to have an iwad loaded. --[[User:Manc|Manc]] 14:02, 26 October 2006 (CDT) 8a51b7d8b4f37bb4cd5d0a79440601866550baff Talk:License 1 1365 2535 2534 2006-11-09T01:00:23Z Manc 1 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST) :Odamex does not and will not use any resources from the current zdoom or gzdoom versions. What are you even referring to here? :This isn't really required. We follow the GPL license placed upon Zdoom 1.22 that adheres to Randy's conditions that all non-GPL code is removed. GzDoom and current ZDoom versions are irrelevant to what is currently happening here. --[[User:Ralphis|Ralphis]] 07:27, 8 November 2006 (CST) d88045dc6043ceafe7402d94210d8c126790ca72 2534 2530 2006-11-08T13:27:58Z Ralphis 3 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST) This isn't really required. We follow the GPL license placed upon Zdoom 1.22 that adheres to Randy's conditions that all non-GPL code is removed. GzDoom and current ZDoom versions are irrelevant to what is currently happening here. --[[User:Ralphis|Ralphis]] 07:27, 8 November 2006 (CST) 5b04cbd3e83bc7f17dac512e45e76e2e6758eeb6 2530 2529 2006-11-07T09:55:01Z KitsuKun 18 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[User:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST) 4ccc3b5d1241efbbf898ee2c227aef751466a1e2 2529 2528 2006-11-07T09:54:16Z KitsuKun 18 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) With all the new information on zDoom project's change to GPL willingness, just low priority, we need to update this to give that information. Additionally, as a note, it seems the same may be true for GzDoom if we need any of their resources.-- [[Use:KitsuKun|Kituskun]] 3:50, 7 Nov 2006 (CST) 6886da28ff729409cb8227b0b22fcf4071542091 2528 1741 2006-11-07T09:49:02Z KitsuKun 18 Update on zDoom status needed. wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) == Update on zDoom status needed. == Considering that Randy and other zDoom contributers have said that they would allow their work to be GPLed, and that Randy would even like future versions zDoom to be GPL, but it just isn't as high priority on his project. Correct me if I am wrong, but I believe the current 2.x tree of zDoom is in bugfix development, so major code restructuring is out of the question. Additionally, in my discussion with GzDoom writers conserning my upcoming Bleading Edge Doom project, once I familiarize myself with the general source tree, they seem quite inclined to grant their code too. (In case we want another source code set.) Of course, some of them are already also helping on OdaMex. 5ae6d3e043a5875836db89b746483795467585e9 1741 1740 2006-04-01T00:28:38Z Deathz0r 6 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) I like "dutifully", "diligently" seems to be a bit too highbrow. -[[User:Deathz0r|Deathz0r]] 18:28, 31 March 2006 (CST) 16aa9c8016c4e1eaac9e07d9edc78cf512d6d0c1 1740 1739 2006-04-01T00:26:59Z Manc 1 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) I was thinking "diligently" or "dutifully" follows... --[[User:Manc|Manc]] 18:26, 31 March 2006 (CST) 35ef81f388bce10fdf65b8fc624abc595a67d044 1739 1738 2006-04-01T00:25:42Z Deathz0r 6 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) Would "oblige" be suitable? -[[User:Deathz0r|Deathz0r]] 18:25, 31 March 2006 (CST) 479999d68abaf68f985e87b90742fa27835e17e0 1738 2006-04-01T00:24:50Z Manc 1 wikitext text/x-wiki We might be pushing it by saying we strictly adhere. Perhaps a slightly softer word but still retaining the effectiveness? --[[User:Manc|Manc]] 18:24, 31 March 2006 (CST) d1b566030242f795f72f59f6720b4884fae3719a Talk:Multilingual Support 1 1385 1808 1801 2006-04-04T16:46:42Z Manc 1 wikitext text/x-wiki Console error messages could be extruded like anything else. The command they reference doesn't need to, but the message it self definitely could. --[[User:Manc|Manc]] 11:37, 4 April 2006 (CDT) XWE lets you import raw data as lumps already, so unicode should be a non-issue --[[User:Manc|Manc]] 11:46, 4 April 2006 (CDT) adcf3853ead2ea9955601db2d95a68d0d97a08b9 1801 2006-04-04T16:37:53Z Manc 1 wikitext text/x-wiki Console error messages could be extruded like anything else. The command they reference doesn't need to, but the message it self definitely could. --[[User:Manc|Manc]] 11:37, 4 April 2006 (CDT) 3b2ba589bbb65bf4b96c15554a7f0dc053db4098 Talk:Odamex 1 1379 3749 3748 2012-08-26T15:32:06Z Pseudoscientist 76 wikitext text/x-wiki It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT) I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments? --[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST) == Wrong statements == * "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions. * "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878]) and probably doesn't on 95. Needs to be announced. [[User:Pseudoscientist|Pseudoscientist]] ([[User talk:Pseudoscientist|talk]]) 15:32, 26 August 2012 (UTC) == Change links to point to ad-free wiki == subj [[User:Pseudoscientist|Pseudoscientist]] ([[User talk:Pseudoscientist|talk]]) 15:32, 26 August 2012 (UTC) 64ab81e1db54e6edf1789e98683d13fa41c232ba 3748 3747 2012-08-26T15:29:43Z Pseudoscientist 76 /* Wrong statements */ Fix typo wikitext text/x-wiki It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT) I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments? --[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST) == Wrong statements == * "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions. * "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878]) and probably doesn't on 95. Needs to be announced. 89fd522ed101ee8b79f159232098e233d9186d23 3747 2817 2012-08-26T15:29:11Z Pseudoscientist 76 /* Wrong statements */ new section wikitext text/x-wiki It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT) I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments? --[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST) == Wrong statements == * "as well as the ZDoom 1.23 beta33 ACS interpret'''''o'''''r. " This is not true. Odamex doesn't support the inventory-related ACS functions. * "Windows 95, 98, ME(?), NT(?)" It doesn't work on Windows 98 ([http://odamex.net/bugs/show_bug.cgi?id=878 bug 878] and probably doesn't on 95. Needs to be announced. 60e8c60b324191cd3bcf89bb7712ff6e0e14e241 2817 1777 2007-01-29T07:19:03Z AlexMax 9 wikitext text/x-wiki It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT) I feel like some of this could be cleaned up. Moreso, I think that perhaps some of the things from the FAQ, such as platforms that it runs on, could be copied over from the FAQ, and the FAQ reseved for real "frequently asked questions." Any comments? --[[User:AlexMax|AlexMax]] 01:19, 29 January 2007 (CST) db32aa0ce55424aaaf0ce219c35a894a2cf94f51 1777 2006-04-04T02:03:59Z EarthQuake 5 wikitext text/x-wiki It's a start! :O --[[User:EarthQuake|EarthQuake]] 21:03, 3 April 2006 (CDT) a932ddcf7ce3adfa6218be0fdf12a3467ef887ff Talk:Showscores 1 1447 2236 2235 2006-05-04T04:57:05Z 216.15.108.253 0 wikitext text/x-wiki +showscores is not a command, it's an alias. Please don't get them confused. :) So why delete the article? It's useful and could've been used somewhere else. -ralphis cdee4dcbd8a95952b8ffa7cac6371c19281a4597 2235 2225 2006-05-04T04:56:56Z 216.15.108.253 0 wikitext text/x-wiki +showscores is not a command, it's an alias. Please don't get them confused. :) So why delete the article? It's useful and could've been used somewhere else. 1ddce68e13d5dec3a3388a3d3575fc67df6cea61 2225 2006-05-03T15:23:51Z AlexMax 9 wikitext text/x-wiki +showscores is not a command, it's an alias. Please don't get them confused. :) 35695c07d97e7d4cf5a529701d87a04478d2ac8a Talk:Subversion 1 1823 3735 2012-07-24T11:36:13Z Pseudoscientist 76 /* Remove the first section? */ new section wikitext text/x-wiki == Remove the first section? == The section "I don't feel like reading this whole document..." probably needs to be removed, as pre-generated Makefiles are no longer included as of version 0.6.1 4588706d5e5de3674d159bdcb1ff530e0b79f6f9 User:AaronAbbey 2 1790 3689 2012-07-11T09:11:23Z 180.245.147.21 0 Created page with " The hottest manner style trend of hair pieces 2011 The greatest manner fashion craze regarding hair pieces 2011 Wigs give you the ideal way for one to have the hairstyle yo..." wikitext text/x-wiki The hottest manner style trend of hair pieces 2011 The greatest manner fashion craze regarding hair pieces 2011 Wigs give you the ideal way for one to have the hairstyle you have always wished. 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[http://celana.org celana] [http://celana.org celana jeans] [http://celana.org jeans murah] [http://freedownloadfilmnaruto.blogspot.com naruto] [http://freedownloadfilmnaruto.blogspot.com Naruto Shipuden] ffeecd9ab4775e481249e9230a26ea8158257a3f User:AlexMax 2 1332 1549 2006-03-30T21:31:19Z AlexMax 9 wikitext text/x-wiki I'm better than you 38d5d6d19f206de9dd9688fd6fbb732a11f37d3f User:ArmitageGaona733 2 1769 3668 2012-07-10T04:18:16Z 37.15.99.177 0 Created page with "Biography Stories From Famous Individuals Existence: The Most Improbable Biography Infos Of The Great Folks Like Favorite Educators, Historical Scientists Or Outstanding Enter..." wikitext text/x-wiki Biography Stories From Famous Individuals Existence: The Most Improbable Biography Infos Of The Great Folks Like Favorite Educators, Historical Scientists Or Outstanding Entertainers: Allen Balcom Du Mont Du Mont would be a brilliant inventor, television producer and broadcaster. He invented first business TV by perfecting cathode ray tube; made radar doable by devising the very first TV steerage system for missiles; developed method to find shrapnel in wounds; invented anti-knock gasoline; durable lacquer for automobiles, etc. He founded the corporation that grew to become Allen B. Du Mont Laboratories. Allen Balcom Du Mont was given birth to on January 29, 1901, in Brooklyn, NY. His father, William, was secretary and treasurer of the Waterbury Clock Firm, maker in the celebrated Ingersoll dollar watch. When the boy was 11 he was stricken by poliomyelitis during an epidemic within the city and was in mattress for almost per year. �Maybe this attack of polio I had would have been a blessing in disguise,� he explained years later. His father bought him a crystal radio set through the time he returned to college he studied the principles of radio coupled with constructed a receiving and transmitting set. The household transferred to Montclair once the young Du Mont was 13. He continued to test out radio and received a license as a ship�s wireless operator when he was 15. A 12 months later he took a holiday job on a passenger vessel working between New York and Providence. For the next seven years he shipped out every summer time, once being stranded in Copenhagen for several months by means of a longshoremen�s strike. Du Mont obtained Excessive College Diploma from Montclair High College in 1919 and Bachelor of Science, Electrical Engineer, from Rensselaer Polytechnic Institute in Troy, N.Y. in 1924. He began his career in electronics while using Westinghouse Lamp Firm, later a division with the Westinghouse Electric Corp. Westinghouse was making 500 radio tubes per day when he was named engineer accountable for production. His improvements in testing had raised the output to 50,000 tubes a day by time he left the corporation 4 years later to turn into listed on the De Forest Radio Company as chief engineer. At De Forest Dr. Du Mont first started working with television, while using whirling disk technique. He helped construct the very first television transmitter with simultaneous broadcast of sight and sound. Unable to interest his superiors at De Forest in the cathode ray tube being a higher procedure for television, Dr. Du Mont, at that time promoted to v . p . in management of production, resigned to begin his very own laboratory. In 1931, though economic conditions had been quite inauspicious for innovators, Dr. Du Mont created a $15,000-a-yr place with all the De Forest Radio Firm and founded Allen B. Du Mont Laboratories, Inc., in his garage with $1000-half of computer borrowed. The corporate achieved its initial success since the primary U.S. producer of cathode-ray tubes, which have become important to the electronics industry. Working in a garage laboratory at his house, Dr. Du Mont developed a cathode ray tube that could be manufactured relatively inexpensively and lasted for the thousand hours. Until Dr. Du Mont�s discoveries, cathode ray tubes, the basis coming from all electronic television, were imported from Germany at high-cost. They burned out after 25 or 30 hours. The tubes manufactured by Du Mont had been much better. Early Du Mont cathode ray tube EX4024P1 [http://www.abcdelite.com/ reformas de cocinas] Circa late 1930's; 5? CRT from oscillograph demonstration unit. It had a power supply solely within an open body wooden field for usage in classrooms. Selling price in 1948 was $45.00. There was without any market in television during those times for his improved tubes; the gross earnings from sales the 1st year was only $70. Nonetheless, a successful by-product of his tv work was the cathode ray oscillograph. While Dr. Du Mont kept at the job in the media, the laboratory, that was incorporated in 1935 as Allen B. Du Mont Laboratories, Inc., prospered over the sale of oscillographs. With the broadening in the oscillograph market, Dr. Du Mont�s progress was swift. The laboratory quickly outgrew the storage at his dwelling, transferring first in a series of empty stores then with a plant in Passaic. Certainly one of Du Mont�s early innovations (1932) was the �tuning eye�, that she offered to RCA for $20,000. �Tuning Eye� is the frequent name applied to the green-glow tubes (1V3 tube) employed in radio tools to visually profit the listener in tuning a radio station for the point of best signal strength. Officially called �Electron-Ray� tubes, they are so named to differentiate them from your cathode-ray tubes accustomed to produce images in tv, although the two types share a standard ancestry and basic architecture. Dr. Du Mont was a spherical-confronted man with light blue eyes. His early talent as a swimmer (attending college he was called the �human fish�) later resulted in an energetic curiosity about yachting. He married Ethel Martha Steadman on October 19, 1926 and they had youngsters: Allen Balcom Du Mont, Junior, (1929) and Yvonne Du Mont, (1937). Dr. Du Mont�s enterprise success by no means affected his fundamental qualities of prudence and desire to get a easy life. He dressed in a haphazard manner in most cases carried a slide rule inside breast pocket of his swimsuit coat. One associate declared he'd be unlikely to commit himself about how many was six instances 4 without consulting the slide rule. As soon as, when his wife was urgent him to redecorate his office, built with battered furnishings that he had used for years, he retorted: �You know, since that time we have successful, all the younger fellas inside plant want big, fancy offices. I determine leaving mine this way saves me a great deal of arguments.� In a prophetic assertion in 1930, Dr. Du Mont, then still chief engineer for De Forest Radio, told a Government commission in a listening to to get a construction permit for any television station: �Tv is creating very rapidly no one can inform what goes to occur within six months�. With the breakthrough in television after World Warfare II, Dr. Du Mont was to end up being the business�s first millionaire. In 1939 his company was the 1st to market a home tv receiver, and by 1951 it absolutely was performing a gross business of approximately $75 million annually. Early Du Mont TV receivers Du Mont Model-180 - 14? image tube gave an 8?x10? image space (22 tubes, 250 Watts, Walnut Cupboard, $395 cost when new). Launched for the public in 1938 before regular tv broadcasts have been initiated on April 30, 1939. Solely 4 sets can exist today. Du Mont console with 12? screen and radio, manufactured by Du Mont Tv Co., 1946 Du Mont television with continuous tuner, FM radio settings, and tuning eye Du Mont created television broadcasting - first experimentally, then being a commercial enterprise - in 1938. In actual fact, the solely approach to obtain NBC-RCA�s historic public broadcast of tv outdoors their 1939 World�s Honest pavilion was on sets created by Du Mont Labs. People had been crowding round Du Mont televisions to view President Franklin Roosevelt open the World�s Fair. Determined to penetrate every aspect of tv, Dr. Du Mont in 1938 sold a half curiosity as part of his firm on the Paramount Photos Corporation, to raise capital for broadcasting stations. Starting with an experimental station, W2XWV, in 1942, per year later he acquired a license for WABD (now WNEW-TV) in New York and later added WTTG in Washington and WDTV (now KDKA-TV) in Pittsburgh [http://www.pulidoresdesuelos.com/empresa-de-reformas-en-barcelona.html reforma de oficina]. In 1955 Du Mont Broadcasting was separated in the Du Mont Laboratories, Inc., first becoming the Metropolitan Broadcasting Firm and subsequently, with all the addition of different properties, Metromedia, Inc. Different stations were later joined to make the Du Mont Television Community, which originated programs primarily from its New York studios, beginning at 515 Madison Avenue, then at John Wanamaker�s department shop, lastly with the Du Mont Tele-Centre at 205 East 67th Road, the place New York�s Channel 5 still has its studios today. Du Mont Tele-Centre, 515 Madison Ave., forty two stories, 1931, view towards the northeast. Du Mont achieved numerous firsts in commercial television apply, but with little success. He tried to develop his community too rapidly both inside amount of associates and the amount of hours of programming offered to associates weekly. At the same time as Du Mont was developing into the 1st industrial television network, another networks, most notably CBS and NBC, were get yourself ready for some time when speedy community growth was most possible-experimenting with various program formats and talent borrowed from other radio networks, and also encouraging their most prestigious and financially profitable radio associates to apply for television licenses. Old Du Mont cameras capturing a TV commerical Prime-time programming would be a significant problem for Du Mont. The network wouldn't normally or can't spend on expensive demonstrates would ship large audiences, thereby attracting powerful sponsors. When a top quality present drew a large viewers regardless of its budget, it absolutely was snatched by CBS or NBC [http://www.pulidoresdeparquet.abcdelite.com/ reformas de locales]. Du Mont televised the sporadic profitable show, together with Cavalcade of Stars (earlier than Jackie Gleason left), Captain Video, and Bishop Fulton J. Sheen�s Life Is Worth Living. The network by no means gave the impression to generate sufficient widespread programming to assist keep it afloat, however - come to be - trigger it lacked the backing of a radio network. The NBC, CBS and ABC radio networks supplied financial assist for television ventures as the fledgling business was growing-creating just what the FCC deemed �an ironic situation in which one communications medium financed the growth of its competitor.� Du Mont�s solely outdoors financial help originated Paramount Studios between 1938 and 1941. The corporate created and offered class-B frequent stock solely to Paramount first dollar per share along with a promise to offer affiliation with CBS and NBC. Analysts have advised that Du Mont�s lack of major associates would be a main factor in the community�s demise. One important factor contributing for the demise in the Du Mont Network was Allen B. Du Mont himself. Many people considered him as a �bypassed pioneer� without having head for business. Major stockholders began to publicly question the soundness of his choices, especially his desire to keep the TV community afloat despite main losses. In 1955, involved holders of huge blocks of Du Mont inventory began to wrest control from the business founder. When the fiscally weakened Du Mont corporation spun off its television broadcasting services in 1955, Enterprise Week claimed that Du Mont had been pressured into television programming so as to deliver a niche for his TV receivers. No proof has been discovered to support this declare, however. In markets where licenses for tv stations were being granted throughout the postwar period, there have been ample license candidates to provide audiences with programming to stimulate set sales. One motive Du Mont television sales lagged behind other manufactures was that his units have been of upper quality, and thus much more expensive. In truth, in 1951 Du Mont scale back tv production by 60%-although profits because of this division was subsidizing the TV network-because different manufactures have been undercutting Du Mont�s prices. After the Du Mont Television Network and its particular owned- and-operated stations have been spun off in to a new company, there remained solely two main divisions of Allen B. Du Mont Laboratories, Inc. In 1958 Emerson Electrical Company purchased the Du Mont consumer merchandise manufacturing division. Du Mont was no longer employed by his own company in the occasion the last division - oscillograph and cathode-ray tube manufacturing - was bought to Fairchild in 1960. Du Mont was hired by Fairchild as group common supervisor of the A. B. Du Mont Division of Fairchild Camera and Instrument Corporation till his demise in 1965. Du Mont might have remained in television broadcasting despite fiscal losses in order to uphold the title once given him, �the father of economic television.� His company pioneered many key components necessary towards the growth and evolution in the industry. Du Mont was the very first to synchronize video and audio broadcasting in 1930. Du Mont engineers perfected the use of cathode-ray tubes as TV screens, developed the kinescope course of, as properly because �magic eye cathode-ray radio tuning indicator, and the 1st digital viewfinder. Du Mont was a smart and energetic engineer who took dangers and profited financially from them-turning into historical past�s first tv millionaire. But when the large radio networks entered the subject of television, Du Mont was struggling to compete with these financially highly effective, significantly experienced broadcaster. Dr. Du Mont received many honors for his work, most notable honorary doctorates including Physician of Engineering from Rensselaer Polytechnic Institute (1944) and Brooklyn Polytechnic Institute (1949), and Physician of Science from New York College (1955). He received the Westinghouse Award in 1927, the Marconi Memorial Medal for Achievement in 1945 as properly as an American Television Society award in 1943 for his contributions towards the field. He was a recipient in the American Association of Promoting Companies Gold Medal (1947), from the Horatio Alger Award (1949) and De Forest Medal. He held a lot more than 30 patents for developments in cathode ray tubes along with other tv devices. Amongst Dr. Du Mont�s early discoveries was the principle of radar, however he was dissuaded by the Army Signal Corps for security causes from attempting to patent his findings in 1933. 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When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials. == Contact Information == Email: *'''earthquake''' at '''realsimpsons''' dot com *'''earthquake''' at '''doomvault''' dot com (currently inactive) *'''seismos''' at '''gmail''' dot com Forums: *[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake") *[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake") *[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake") IRC: *[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom) *[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault) Wiki: *If you have an account on this wiki, you may contact EarthQuake via the "discussion" link at the top of this page. Please leave a timestamp. a4cb81303ded2747743755f29e2ef188f79d8df3 1781 1780 2006-04-04T02:35:50Z EarthQuake 5 wikitext text/x-wiki == EarthQuake == Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years. EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials. == Contact Information == Email: *'''earthquake''' at '''realsimpsons''' dot com *'''earthquake''' at '''doomvault''' dot com (currently inactive) *'''seismos''' at '''gmail''' dot com Forums: *[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake") *[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake") *[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake") IRC: *[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom) *[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault) Wiki: *If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. Please leave a timestamp. 0439c5fbaf0089b76dec7445a870f8c426f93c48 1780 1779 2006-04-04T02:35:28Z EarthQuake 5 wikitext text/x-wiki == EarthQuake == Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years. EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials. == Contact Information == Email: *'''earthquake''' at '''realsimpsons''' dot com *'''earthquake''' at '''doomvault''' dot com (currently inactive) *'''seismos''' at '''gmail''' dot com Forums: *[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake") *[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake") *[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake") IRC: *[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom) *[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault) Wiki: If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. Please leave a timestamp. d90cd53d59a6541cbdcd554554902b62558bb60d 1779 1778 2006-04-04T02:34:49Z EarthQuake 5 wikitext text/x-wiki Josh "EarthQuake" Simpson, also known as "Seismos", currently holds no significant position in the Odamex community, except for being a contributor of various minor things. He is a Doom player of 12 years, a Doom mapper of 9 years, and a general member of the Doom community for 4 years. EarthQuake is maintainer and author of [http://www.doomvault.com Doomvault], a website that was first developed to serve as a repository for his Doom-related works. When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials. == Contact Information == Email: *'''earthquake''' at '''realsimpsons''' dot com *'''earthquake''' at '''doomvault''' dot com (currently inactive) *'''seismos''' at '''gmail''' dot com Forums: *[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake") *[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake") *[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake") IRC: *[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom) *[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault) Wiki: If you have an account on this wiki, you may contact me via the "discussion" link at the top of this page. 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When the rennovation is complete, the site will host a plethora of Doom-related guides, specifications, and tutorials. == Contact Information == Email: *'''earthquake''' at '''realsimpsons''' dot com *'''earthquake''' at '''doomvault''' dot com (currently inactive) *'''seismos''' at '''gmail''' dot com Forums: *[http://www.doomworld.com/vb/ Doomworld] (Using "EarthQuake") *[http://forums.zdaemon.org/ ZDaemon] (Using "EarthQuake") *[http://mancubus.net/forums/ Mancunet] (Using "EarthQuake") IRC: *[irc://irc.oftc.net/ OFTC] (Using "Seismos" on #zdoom, #odamex, and #unidoom) *[irc://irc.freenode.net/ Freenode] (Using "Seismos" on #zdaemon and #doomvault) 0894ee85e48d4abd3db6791dd1a4377741852d50 1309 1308 2006-03-28T22:27:24Z EarthQuake 5 wikitext text/x-wiki == Headline text == ''Italic text'' '''Bold text''' [[Link title]] [http://www.example.com link title] [[Image:Example.jpg]] <nowiki>Insert non-formatted text here</nowiki> LOL 882fbf3b1b7636eb400e38aaa7401f7067e7bbda 1308 2006-03-28T22:26:28Z EarthQuake 5 wikitext text/x-wiki == Headline text == ''Italic text'' '''Bold text''' [[Link title]] [http://www.example.com link title] [[Image:Example.jpg]] <math>Insert formula here</math> <nowiki>Insert non-formatted text here</nowiki> LOL 355602143538ad1d41753745c51c517b2fcd96ea User:EasyPayDay4U.com 2 1835 3930 2019-08-20T08:19:06Z EasyPayDay4U.com 146 EASYPAYDAY4U.COM mission is to expand access to credit and lower the cost of borrowing for the millions of people that traditional banks are typically unable to serve. 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He received worldwide acclaim touring with fellow tenors Luciano Pavarotti and Placido Domingo. Born in Barcelona, Spain, on December 5, 1946, Carreras was the youngest little one of visitors cop, Josep Carreras-Soler, and hairdresser, Antonia Coll-Saigi. His had not been a really musical family, however Carreras grew to become thinking about opera at just six years. His father, a teacher who'd been compelled into police work with the repressive Franco regime, took young Josep to view The Great Caruso, a film biography of operatic singer Enrico Caruso starring Mario Lanza. From that moment on, there was no doubt in Carreras' thoughts with what he wished to do together with his life. The very subsequent day, Josep's voice filled the Carreras family with arias he remembered from your film. In his autobiography, Carreras recalled that his performance of those arias amazed his household, for he "repeated these phones perfection," though he never heard them before. His household, impressed at how profoundly Josep was affected by the movie, organized for him to take music lessons. Enrolled at Conservatory At age of eight, Carreras enrolled at the Barcelona Conservatory, where he studied music for an additional 36 months. Throughout this identical period he noticed his first stay opera, attending a efficiency of Verdi's Aida at Barcelona's Gran Teatro del Liceo. In his autobiography, Carreras stated of that expertise: "In every one's life, there are specific moments that will never fade or die. For me that evening was some of those occasions. I will always remember the 1st time I saw singers with a stage and an orchestra. It was the very first time during my life that I might stepped into a theater, however the place was as familiar in my experience as though I had at all times recognized it. At the time, I could not perceive my feeling. In the present day I can describe it this way: from your moment I crossed the brink, I knew it was my world., I knew it had been the place I belonged." Shortly having seen his first opera, Carreras made his singing debut in public places, performing in a profit live performance broadcast over Nationwide Radio. When he was 11, he was invited to sing the function of Trujaman in El Retablo de Maese Pedro, an opera published by Spanish composer Manuel de Falla. Only 3 years having seen his first opera at the Gran Teatro del Liceo, he returned to its stage to produce his operatic debut. He carried out twice more in small elements with the Liceo before his altering voice compelled him to temporarily decline all offers. Took Formal Voice Lessons Carreras started taking formal voice classes in 1964. The next 12 months he enrolled with the College of Barcelona, studying chemistry for an additional two years. Nevertheless, he remained interested primarily in pursuing a job in opera. After a yr of voice lessons from Juan Ruax, Carreras dropped his chemistry studies in 1967. His adult debut in opera arrived 1970, when he performed the function of Flavio in Bellini's Norma. The famous Spanish soprano Monserrat Caballe was favorably impressed with Carreras' performance in Norma that they invited him to show up reverse her in Donizetti's Lucrezia Borgia, performing the function of Gennaro. Under the wing of Caballe, who Carreras later identified as "like family," the younger tenor's operatic career was formally launched. As well as for the function of Gennaro, Carreras sang the position of Ismael in Nabucco. In 1971, he received the Verdi Singing Competition in Parma, Italy, which opened the doorway towards the opera homes worldwide for Carreras. That 12 months also, he married the former Mercedes Perez. The couple, who separated in 1992, had two children, Albert and Julia. Carreras' repertoire ultimately grew to include over forty operas. Amongst his extra notable roles are Rodolfo in La Boheme, Don Josep in Carmen, Cavaradossi in Tosca, and Riccardo in Un ballo in maschera. Notable one of many conductors with whom he's worked was the late Herbert von Karajan, who called Carreras "my favourite tenor." The two labored carefully collectively from 1976 till 1989 around of von Karajan's death. It was the conductor who encouraged him to consider on heavier roles, many of which are not actually worthy of his voice. One such function - Radames in Aida - was debuted in Salzburg in 1979 and was later dropped from his repertoire by Carreras. Along with appearing in most in the main opera venues worldwide, together with La Scala in Milan, the Staatsoper in Vienna, along with the Metropolitan and Metropolis Heart in New York, Carreras has recorded extensively. His recordings are definitely not restricted to operatic performances but include fashionable music, folk songs, and excerpts from zarzuelas, the distinctive light operas of Spain. Diagnosed with Leukemia Carreras' biggest challenge were only accessible in 1987. The singer had felt profoundly fatigued for months, but when he come to Paris to start out shooting the movie model of La Boheme, he felt so nauseated that a friend drove him with a hospital inside the French capital. Inside a couple of days, French docs handed him their devastating diagnosis: acute lymphoblastic leukemia. Docs gave him simply a ten percent possibility of survival. From Paris, he was transferred where you can Barcelona, where he entered El Clinco Hospital. So popular was the tenor in his native country that Spanish tv broadcast bulletins on his situation 3 x every day. When it turned out determined that the finest treatments for his particular way of leukemia have been obtainable in the United States, Carreras was transferred to the Fred Hutchinson Cancer Analysis Heart in Seattle. In Seattle Carreras underwent painful surgical procedure in which bone marrow was obtained from his hip, cleaned of cancer cells, after which reinjected into his body. Fearful that breathing tubes would possibly damage his voice, he insisted he be provided with only partial anesthesia for that operation. The surgical procedure was as properly as weeks of radiation and chemotherapy. To sustain himself by way of this ordeal, he devoted to his old flame - the opera. To get from the radiation treatments, however measure time by working by means of some of his favourite arias in their head. He later advised Time reporter Margaret Hornblower: "I'd say to myself, 'Only three extra minutes of torture. That's the amount of Celeste Aida.' So I might sing it during my head better than I might ever sung it onstage." The ravages of radiation remedies and chemotherapy took their toll on Carreras. He misplaced all his hair, his fingernails dropped off, and his weight fell sharply. Never Feared Dying Looking again on his struggle with cancer, Carreras instructed Time: "For 9 months inside the hospital, I knew I was facing death. But I all the time saw the light at the end of the tunnel. Generally it turned out bright; typically it was nearly extinguished. However I inform you something: I wasn't afraid to die. I used to be worried for my children. But fearful of dying? Never." In opposition to all odds, Carreras gained his combat leukemia, however he fearful that this wide vary of of radiation he'd obtained along with hours of nauseating chemotherapy might have damaged his voice past repair. All through his months in the hospital, he obtained help not only from his fans but also from fellow tenors Placido Domingo and Luciano Pavarotti. Domingo flew to Seattle to speak for 2 hours to his beleaguered countryman via a wall of plastic. Pavarotti despatched a telegram that read partly: "Get well soon. Without you I have no competitors!" Interviewed in 1992 by Stereo Overview, Carreras recalled the significance of his followers' support. "The a big number of letters I obtained from folks I did not know touched me deeply and have been fundamental to my recovery." In July 1988, Carreras made his comeback in the open-air live performance carried out in the shadow of Barcelona's Arch of Triumph. More than one hundred fifty,000 people attended the performance. Usually a modest man, Carreras couldn't resist telling one interviewer that "Michael Jackson, within the similar city, obtained only 90,000." He followed his comeback in Barcelona with live performance appearances in greater than a dozen cities, together with Vienna in which the Staatsoper build a video display to guarantee that countless fans in the streets who'd been struggling to get tickets might see Carreras perform. Inside the prestigious opera house, Carreras was handed a standing ovation of over an hour or so. The tenor received equally warm receptions in New York Metropolis and London, where fans showered Carreras with flowers throughout 5 ovations. Late in 1988, Carreras established the Worldwide Basis Against Leukemia, the key goal of that is "to assist scientific analysis with funding and grants," he told the Unesco Gazette. "Scientists imagine how the finest way to struggle the sickness is at all times to boost research efforts." In September of 1988, Carreras traveled to Merida in the south of Spain to generate his first operatic look since his diagnosis with cancer. Interviewed by the tv crew earlier than his performance, the tenor said, "This can be a particular moment within my life. It is a triumph over myself." And Carreras failed to disappoint the a big number of followers who had flocked to Merida to see him sing the role of Jason in Cherubini's Medea. Though nonetheless weak from his months of remedy, he "proved which he was again, able to compete again for the operatic stage," in accordance with Time journal's evaluation of his appearance. Shortly after his look in Merida, Carreras returned to his hometown to premiere a new opera known as Christopher Columbus. Sang to Benefit Cancer Center Certainly one of Carreras' first American concert events after his recovery was obviously a 1989 benefit for Seattle's Hutchinson Most cancers Research Heart, where he had been successfully handled for leukemia. Maybe the crowning jewel in Carreras' return to singing after his illness was his appearance with Domingo and Pavarotti in the "Three Tenors" concert of 1990. Staged in a outdoor arena in Rome, the concert preceded a sport in the World Cup soccer championship and was seen by more than 800 million followers in the media worldwide. A surprising success, the concert was repeated on the 1994 World Cup Finals in Los Angeles before a live viewers of more than 50,000. An estimated 1.three billion saw the live performance in the media. Information and movies in the two concerts have sold inside the millions. In subsequent concerts the "Three Tenors" performed at New Jersey's Giants Stadium, exterior New York Metropolis, within the summer time of 1996, at Detroit's Tiger Stadium in July 1999, and again in Beijing's Forbidden City in June 2001. Carreras' autobiography, Singing in the Soul, which devoted to the singer's fight with cancer, was published in the United States in 1991. Though the opinions have been mixed, it offered properly, racking up gross sales of around 650,000 copies. Concert events, including the "Three Tenors" performances with Domingo and Pavarotti, are noticed by Carreras in order to bring opera on the masses. Of his pursuit to win a wider audience for opera, he instructed the Unesco Courier: "Like every other way of artistic expression, music needs bavarian motor works logo. It could basically be decoded and be accessible when it reaches people - you can't love something before you comprehend it." In June of 1994, he joined an Italian opera company inside a musical tribute to people who lost their lives in the ethnic preventing in the future of Bosnia. The live performance, that has been televised, was staged amidst the ruins of the Nationwide Library in conflict-torn Sarajevo. Conductor Zubin Mehta led Carreras, singers in the Italian opera company, and the Sarajevo symphony orchestra and chorus in Mozart's Requiem Mass. 19e49702ba88aef9d705fb5746d608704da5642d User:Naadia 2 1837 3932 2019-09-20T10:26:40Z Naadia 150 Created page with "Based out of Bangalore, Naadia Mirza & Co is a full-service event planner. Naadia began her career in party planning more than nine years ago. Today, Naadia and her astonishin..." wikitext text/x-wiki Based out of Bangalore, Naadia Mirza & Co is a full-service event planner. Naadia began her career in party planning more than nine years ago. Today, Naadia and her astonishing team are pacesetter best known for their creative ideas, unexpected décor accents and exquisite attention to every last detail. Her professional team is capable of planning everything from a party of two to a party for thousands. 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See: bug 880.) * need a SPAC_GUNTHROUGH c29f09f898de9548bcc267e50f13db7710a26076 3750 2012-08-26T15:35:03Z Pseudoscientist 76 Create user page wikitext text/x-wiki === Notes to myself == * flagnext doesn't work if netdemo is paused 421a04ceb489147805eccf66953f658eee9cbb81 User:RaelFarrar431 2 1788 3687 2012-07-11T08:37:50Z 188.167.53.80 0 Created page with "<h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. I..." wikitext text/x-wiki <h1>Sameday Payday Loans</h1> More always than not, it takes place that individual who is applied runs out of money in hand and also the payday is yet one or two days away. In such cases the individual is left with extremely couple of selections which are instant money payday loans or borrowing from buddies and family since if the situation calls for instant cash then there are only these possibilities which remain. 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Any relevant information could be useful. 313cd29e98d244dac54b0acd2ebdd3e1553f168f User:Roaketes 2 1511 2762 2007-01-22T03:38:43Z Roaketes 14 wikitext text/x-wiki I hit rock bottom. 50b94bf085eb7bc85ef48aa48efa24296e0f0778 User:Russell 2 1509 3801 3799 2014-04-07T23:16:38Z Russell 4 wikitext text/x-wiki Russell is the current maintainer and oversees the development of the Odamex Launcher. He also occasionally works on the client and server aswell. == Nicknames == * Russell * rice == Contact == * Email: russell odamex dot net (put an @ sign where appropriate, maybe replace the word dot too) * Website: [http://russell.slipgate.org LichSoft Software] bae909d15a0c788d548964ebc566118dc5205ea9 3799 2927 2014-04-07T23:12:26Z Russell 4 wikitext text/x-wiki Russell is the current maintainer and oversees the development of the Odamex Launcher. He also occasionally works on the client and server aswell. == Nicknames == * Russell * rice == Contact == * Email: [mailto:russell@odamex.net russell at odamex dot net] * Website: [http://russell.slipgate.org LichSoft Software] 69af808e599a0afca825e81a3a26bd9aa6049207 2927 2926 2007-06-02T23:14:35Z Russell 4 dur wikitext text/x-wiki Russell Rice is the current maintainer and oversees the development of the Odamex Launcher. He also occasionally works on the client and server aswell. == Nicknames == On IRC: * Russell * rice * RTC_Marine On Odamex: * Xemado * Russell == Language == Severity: <b>High</b> * "Shut up" - When I say this, I really mean it, bad things will happen otherwise. Severity: <b>Medium</b> * "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue. * "Ah ok" - I got it, got the point, whatever. Severity: <b>low</b> * "Go blow yourself" - Really. * "Stick that in your pipe and smoke it" - Who's the king now? == Contact == Email: [mailto:russell@odamex.net russell@odamex.net] Hotmail/MSN: [mailto:rtc_marine@hotmail.com rtc_marine@hotmail.com] WWW: * [http://russell.mancubus.net "The House of Rice"] * [http://russell.slipgate.org LichSoft Software] 090320e0f7243a7b79e5e524da8a9079bee16656 2926 2746 2007-06-02T23:14:10Z Russell 4 wikitext text/x-wiki Russell Rice is the current maintainer and oversees the development of the Odamex Launcher. He also occasionally works on the client and server aswell. == Nicknames == On IRC: * Russell * rice * RTC_Marine On Odamex: * Xemado * Russell == Language == Severity: <b>High</b> * "Shut up" - When I say this, I really mean it, bad things will happen otherwise. Severity: <b>Medium</b> * "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue. * "Ah ok" - I got it, got the point, whatever. Severity: <b>low</b> * "Go blow yourself" - Really. * "Stick that in your pipe and smoke it" - Who's the king now? == Contact == Email: [mailto:russell@odamex.net russell@odamex.net] Hotmail/MSN: [mailto:rtc_marine@hotmail.com rtc_marine@hotmail.com] WWW: * [http://russell.mancubus.net "The House of Rice"] * [http://russell.slipgate.org LichSoft Software] 9997ed3b33827a08abd88bd1b7b63229c96e14f5 2746 2007-01-20T08:32:44Z Russell 4 wikitext text/x-wiki Russell Rice is the current maintainer and oversees the development of the Odamex Launcher. He also occasionally works on the client and server aswell. == Nicknames == On IRC: * Russell * rice * RTC_Marine On Odamex: * Xemado == Language == Severity: <b>High</b> * "Shut up" - When I say this, I really mean it, bad things will happen otherwise. Severity: <b>Medium</b> * "That isn't a such good idea" - Quite literally, you could end up in a world of trouble if you continue. * "Ah ok" - I got it, got the point, whatever. Severity: <b>low</b> * "Go blow yourself" - Really. * "Stick that in your pipe and smoke it" - Who's the king now? == Contact == Email: russell (at) mancubus (dot) net Hotmail: rtc_marine (at) hotmail (dot) com WWW: * [http://russell.mancubus.net "The House of Rice"] * [http://russell.slipgate.org LichSoft Software] 8829dd5fa582532db97aec91d7c76a1ae524754a User:SheehyNevarez750 2 1807 3706 2012-07-12T03:36:19Z 112.111.185.227 0 Created page with "Oakley Sunglasses Polarized may be the optimal sunglasses for boating along with other aquatic events. These are extremely ideal for all sportsmen. Oakley's glares allow you t..." wikitext text/x-wiki Oakley Sunglasses Polarized may be the optimal sunglasses for boating along with other aquatic events. These are extremely ideal for all sportsmen. Oakley's glares allow you to see through the lake. These sunglasses have grown to be popular day-to-day. These sunglasses help in looking at the river to trap fish. These [http://www.oakley.com/ Oakley] sunglasses polarized are made rich in technology base. It makes you see everything very clearly. It also is determined by which type of fishes that you are fishing. You can view under water rocks and pebbles together with fishes. This power helps with catching a fish less of a challenge. It making you to determine clearly from the water. So, it may help in refracting sun rays and helps in fishing or other sport event. Oakleys is often a company which produces many innovative glares. Oakley's innovative water streak and sheen prevention with hydrophobic™ permanent lens coating providing a smudge-resistant is a wonderful barrier against lotions, sunscreens, even repelling dust and dirt and skin oils. Oakleys was founded inside the year1975. Furthermore , it neutralizes up your eyes with water surface and the sun's rays. The corporation besides manufactures polarized [http://www.oakleysunglassesonlinestore.net/ray-ban-sunglasses-c-1.html Ray Bans] sunglasses. Additionally , they produce watches, backpacks, ski goggles and a lot of other accessories. Oakleys may be the perfect company that helps in enhancing the vision while fishing. Thus, sportsmen think it is boon while fishing. These are great advantages to varied fishermen to trap fish. These glasses also assistance in high-definition optics. This facility assists in enhancing of the vision power. You can not say the [http://www.oakleysunglassesonlinestore.net/ Discount Oakley Sunglasses] polarized aren't a cheat code. It lowers down the brightness of any reflecting rays. Your vision are completely protected. It gives a soothing effect for a eyes besides. You now need not put lots of sunscreen lotion on the face to safeguard see your face and eyes. These Oakley polarized sunglasses are definitely more than enough. Oakley's sunglass fits exactly and perfectly on your face which helps in the enhanced vision. Sun light are hard to go into inside your eyes. Even water, dirt nor dust can enter within your eyes. Net is the better place to buy polarized sunglasses as possible find various customer ratings and comments. These are intended for every sport as well as in a variety of colors. They even make these while sailing, car racing, boating and fishing. 8dfec1a9ee85cf95009aa67c6fbe0a3894b227c4 User:SibillaPieper213 2 1802 3701 2012-07-11T19:55:59Z 176.31.28.151 0 Created page with "Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's ..." wikitext text/x-wiki Entering Your Home After a Flood-Forced Evacuation As a result of the extensive flooding in the UK this summer many people have been forced to evacuate their homes. And it's not only locally where this has been happening. Across the world there are certain areas prone to flooding either caused by rain, melting snow or other force majeure factors. While you may think it's simple to then just enter your house upon return and let life go on as normal, unfortunately it's not so straightforward. The authorities wouldn't let people back into their homes if they hadn't performed certain checks beforehand, and pumped out any water, but other tasks will still need to be completed to return back to life as it was before. It's most important to be careful and be vigilant when returning to your home as you never know what surprises could be lurking behind the front door. Family Safety Don't let children into the house before you've assessed the situation. Things to look out for are animals that may have gained access into your home during the floods, dangerous debris like pieces of metal and wood, as well as any structural damage to furniture or even the building itself that the authorities may have missed. Food Safety Check your food stores to see how much of your products have been affected by the water, and whether any animals have wreaked havoc in your kitchen or pantry upon the smell of food. It's better to be safe than sorry so it's best to take drastic measures and get rid of anything you think may have gotten in harm's way. A common misconception is that tinned food is still safe to eat even after being submerged in water, but unfortunately this isn't the case. The water is likely to have caused the tin to rust, contaminating its contents. Essentially, anything that has come in contact with flood water could be contaminated since the water is not clean having picked up debris and bacteria along the way from its source. 5f1857c80554c8f64b7feb668561a687156e5bae User:Spleen 2 1662 3388 2010-07-23T22:49:54Z Spleen 57 wikitext text/x-wiki Hi, I've recently started fixing bugs in Odamex. b7c763e390d92e317e39a01e59fe28b0ae2a0cdc User:Voxel 2 1299 2563 2562 2006-11-10T04:41:18Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you. * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine * "i like [thing]" - I would like someone to buy me a [thing] * "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane * "please" - Do it already * "see/read google/code" - It would be much faster if you did the search yourself than if I did the search while you waited for my response; I won't do the search to save both our times * "so?" - If you want it done, do it yourself, because I'm not convinced yet * "wtf" - Please find out what the problem is * "yay" - Amazing! * "YESS!" or "hooray!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 6613bd3231efda75147d7c2b377e217bc92a3fbf 2562 2561 2006-11-10T04:12:37Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you. * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine * "i like [thing]" - I would like someone to buy me a [thing] * "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane * "please" - Do it already * "so?" - If you want it done, do it yourself, because I'm not convinced yet * "wtf" - Please find out what the problem is * "yay" - Amazing! * "YESS!" or "hooray!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 6d7812fc7c0a8aa415c586c01e22f7c1b1c59ec4 2561 2560 2006-11-10T04:11:27Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine * "i like [thing]" - I would like someone to buy me a [thing] * "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane * "please" - Do it already * "so?" - If you want it done, do it yourself, because I'm not convinced yet * "wtf" - Please find out what the problem is * "yay" - Amazing! * "hooray!" or "YESS!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often * "don't break it" - If you break it, I will revert your changes. If you often break more than you fix, I will revert you. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com e774d819999fa3f30ee614fa5a7fed0e6c19a43e 2560 2559 2006-11-10T04:07:45Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine * "i like [thing]" - I would like someone to buy me a [thing] * "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane * "please" - Do it already * "so?" - If you want it done, do it yourself, because I'm not convinced yet * "wtf" - Please find out what the problem is * "yay" - Amazing! * "hooray!" or "YESS!" or "GO [person]!!!"- Amazing! Whatever happened made me happy, please keep going and do it more often == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 87c7a8ac2796ff3d6d34d0aac2b0c4783abfed3d 2559 2558 2006-11-10T04:02:30Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine * "i hate [x]" - Someone please take over the running/management of stuff relating to [x], because it is driving me insane * "please" - Do it already * "so?" - If you want it done, do it yourself, because I'm not convinced yet * "wtf" - Please find out what the problem is == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 7fdce8203f7e8a194a392ef1e75c29ee49f534c4 2558 2557 2006-11-10T03:59:04Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incompetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine. * "please" - Do it already. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 8aefc3adc76bc03df4291ecfbc52d7ea69d07c13 2557 2556 2006-11-10T03:58:27Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works * "ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com f33902d27ecf5dced42813da73881d6d9299f0e1 2556 2555 2006-11-10T03:58:14Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == * "behave" - You are about to be kickbanned and/or ignored, unless you shut up or do something I consider productive * "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works "ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 30b405c722bc5ddcf8007bb03d09cf505a1b214f 2555 1826 2006-11-10T03:57:40Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Language == "fix it" or "make it work" - Don't ask questions, use your head and don't come back until it works "behave" - You are about to be kickbanned and/or ignored, unless you do something I consider productive "ffs" - You incomptetent fool, go away and stop wasting my time, I could/will manage this in half the time that it took me to get you to do it, therefore you wasted 1 whole unit of your own time, and then 1/2 unit of mine. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com a5aae4668f3a342273147604a5db57fd028f4f6b 1826 1825 2006-04-04T17:09:13Z Voxel 2 /* Contact */ wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Contact == * Email: denis@voxelsoft.com * MSN: denis@voxelsoft.com * WWW: http://www.voxelsoft.com 3c2c3a6bdbb165f8297833743ff2fbf5f1038546 1825 1462 2006-04-04T17:08:52Z Voxel 2 wikitext text/x-wiki Denis Lukianov (aka Voxel) is the odamex programming lead, and usually the best person to send patches to. Also current maintainter of the ill-fated [[csDoom]] project. == Contact == Email: denis@voxelsoft.com MSN: denis@voxelsoft.com WWW: http://www.voxelsoft.com a71bac7fb19e8dc705703a30dcfcde11bae507d2 1462 1328 2006-03-30T19:56:47Z Voxel 2 wikitext text/x-wiki Odamex programming lead, and usually the best person to send patches to denis@voxelsoft.com http://www.voxelsoft.com 02ef45bb8b7d46c7eec68e531e4935456c4e53be 1328 2006-03-29T13:06:29Z Voxel 2 wikitext text/x-wiki Odamex Programming Lead, email: denis@voxelsoft.com 390cbda865ddb26f68dffa30483a2c7a0922ea82 User:WrightKatz450 2 1783 3682 2012-07-11T00:12:15Z 188.167.53.80 0 Created page with "A common consensus has emerged amongst significant, science oriented UFO researchers that a certain small percentage of UFOs are actual and are not figments of everyone's imag..." wikitext text/x-wiki A common consensus has emerged amongst significant, science oriented UFO researchers that a certain small percentage of UFOs are actual and are not figments of everyone's imagination. Furthermore, it is properly identified that a lot of people claim to obtain messages from alleged further-terrestrials aboard UFOs. The messages received from UFOs are constantly occultic and steer individuals away from belief in Christian doctrine. Extra-terrestrials have a tendency to undermine or attack the Christian faith. Christian scholars and researchers have responded to this attack. In this write-up I will show that best UFO researchers, lots of of whom are agnostic, have come around to consistently aid the Christian position on UFO phenomena. After all the UFO sightings have been cautiously analyzed and plenty of explained away as natural phenomena the remaining UFOs, known as residual UFOs (RUFOs) are regarded as real. They are real then again the best researchers say they are not metallic spacecraft from distant stars or planets. Astronomers who have dedicated their careers to learning UFOs point towards the reality that UFO flight patterns defy the laws of physics including turning and accelerating so fast that any metal spaceship would disintegrate even if the metal spaceship was a solid iron ball. Furthermore, UFOs are observed in the atmosphere and not observed coming in from outer space. UFO sightings have been reported during history. Ancient literature describes 'aerial individuals' and 'cloud ships' in terms that correspond to modern day UFO sightings. In 1691 a Scottish minister wrote a book describing how Scottish farmers had been harassed by paranormal entities similar towards the UFOs of our time. All of us are conscious of the plenty of UFO cults that have sprung up. There have even been tv specials dedicated to UFO phenomena. Francis Crick, Nobel prize winning co-discoverer of DNA, calculated the probability of proteins forming by random collisions of atoms at the primordial ooze. Crick located it so remotely improbable that proteins as well as other building blocks of life may possibly form by likelihood on earth that he decided that aliens from outer space have to have brought life to earth. dde1150b9c2b5659598fb1297002e99291580d66 User:Zorro 2 1488 2621 2006-11-19T23:45:17Z Zorro 22 wikitext text/x-wiki That annoying person on the IRC channel 230e78044c3ddb1eb6773ca03ad7c8f203361f07 User talk:Lyfe 3 1542 2867 2866 2007-03-01T05:18:59Z Ralphis 3 wikitext text/x-wiki Hi Lyfe. Thanks for helping out with the Xcode docs, your contributions are noticed and appreciated. --[[User:AlexMax|AlexMax]] 00:49, 26 February 2007 (CST) Ditto on Alex's note. We appreciate you taking the time to help the project. I'm sure we'd all hope to see more, but even if not, thanks and you're always welcome in our neck of the woods. --[[User:Ralphis|Ralphis]] 23:18, 28 February 2007 (CST) 2f8bff8675e642a05e8927df4fd71387af263dc9 2866 2007-02-26T06:49:40Z AlexMax 9 wikitext text/x-wiki Hi Lyfe. Thanks for helping out with the Xcode docs, your contributions are noticed and appreciated. --[[User:AlexMax|AlexMax]] 00:49, 26 February 2007 (CST) 2e9ce6ebf10e17e983cf49eb0c146132530cf22e User talk:NovaFlame 3 1551 2897 2895 2007-04-09T04:27:33Z NovaFlame 38 /* NovaFlame's Place. */ wikitext text/x-wiki == NovaFlame's Place. == Well, this is my place. You can talk about how great I am here. caa97e3f114b5e579c1bbc03ab7defbb5bb573cb 2895 2894 2007-04-09T04:25:33Z NovaFlame 38 wikitext text/x-wiki == NovaFlame's Place. == I really don't know what to put here yet 21a3828b489941ced90ddd90f3f309838fd63ff6 2894 2007-04-09T04:25:11Z NovaFlame 38 NovaFlame's Place. wikitext text/x-wiki == NovaFlame's Place. == <c>I really don't know what to put here yet</c> a3c523fc212ecb7f748c86b3ef725c5edf065a0d OdaWiki:Community Portal 4 1646 3806 3331 2015-01-03T22:09:35Z Capodecima 73 wikitext text/x-wiki == Clans == As Odamex development has progressed, clans have emerged. *[http://unidoom.org UniDoom] (UD) *Zwango is Coming (ZIC) *Strictly Business (SB) *[http://forgotten-warriors.net Forgotten Warriors] (FW) 267d70306cb800386176b7d5ffecc4fb9914e45e 3331 2008-08-09T21:50:00Z Nautilus 10 wikitext text/x-wiki == Clans == As Odamex development has progressed, clans have emerged. *[http://unidoom.org UniDoom] (UD) *Zwango is Coming (ZIC) *Strictly Business (SB) 042a1d3c6fcbdea6083fa7cf039254d166a2fac1 OdaWiki:Help 4 1616 3238 3237 2008-06-21T02:14:25Z Ladna 50 /* Basic command-line arguments */ wikitext text/x-wiki = Basic command-line arguments = ;'''+exec x ''' :Loads the commands located in the specified file. ;'''-config x ''' :An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). ;''' -port x ''' :A UDP port to listen on. ;''' -waddir x ''' :A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): :*'''-iwad/-file''' (full paths or relative to current working folder) :*'''-waddir''' :*'''$DOOMWADDIR''' (environment variable, not recommended) :*'''$DOOMWADPATH''' (environment variable) :*'''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). ;''' -iwad x''' :Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given. ;''' -deh x''' ;''' -beh x ''' ;''' -devparm x ''' :Runs the server in development mode. ;''' -skill x ''' :Skill level. :*'''1''': I'm too young to die :*'''2''': Hey not too rough :*'''3''': Hurt me plenty :*'''4''': Ultra-Violence :*'''5''': Nightmare (typical value for multiplayer games) ;''' -warp x ''' :Starts the server on the specified map. ;''' +map x ''' :Adds a map to the map rotation list. Separate multiple maps with spaces. ;''' -timer x ''' :A timelimit ;''' -avg x ''' :Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. ;''' -background x ''' ;''' -file x ''' :A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e. '''-file dwango5.wad judas23_.wad''' ;''' -logfile x ''' :The '''odasrv''' output logfile. ;''' -heapsize x ''' ;''' -maxclients x ''' :The maximum number of clients that can connect to the server. ;''' -stepmode x ''' ;''' -blockmap x ''' ;''' -noflathack ''' 75beb090fbfa7fde8e1d8bee51857b5cd727a2a6 3237 3236 2008-06-21T02:12:48Z Ladna 50 /* Basic command-line arguments */ wikitext text/x-wiki = Basic command-line arguments = ;'''+exec x ''' :Loads the commands located in the specified file. ;'''-config x ''' :An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). ;''' -port x ''' :A UDP port to listen on. ;''' -waddir x ''' :A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): :*'''-iwad/-file''' (full paths or relative to current working folder) :*'''-waddir''' :*'''$DOOMWADDIR''' (environment variable, not recommended) :*'''$DOOMWADPATH''' (environment variable) :*'''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). ;''' -iwad x''' :Specifies the full path to the IWAD to use. Alternately, a path relative to '''-waddir''' can be given. ;''' -deh x''' ;''' -beh x ''' ;''' -devparm x ''' :Runs the server in development mode. ;''' -skill x ''' :Skill level. :*'''0''': I'm too young to die :*'''1''': Hey not too rough :*'''2''': Hurt me plenty :*'''3''': Ultra-Violence :*'''4''': Nightmare (typical value for multiplayer games) ;''' -warp x ''' :Starts the server on the specified map. ;''' +map x ''' :Adds a map to the map rotation list. Separate multiple maps with spaces. ;''' -timer x ''' :A timelimit ;''' -avg x ''' :Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. ;''' -background x ''' ;''' -file x ''' :A PWAD or PWADs to load. Separate multiple PWADs with a space, i.e. '''-file dwango5.wad judas23_.wad''' ;''' -logfile x ''' :The '''odasrv''' output logfile. ;''' -heapsize x ''' ;''' -maxclients x ''' :The maximum number of clients that can connect to the server. ;''' -stepmode x ''' ;''' -blockmap x ''' ;''' -noflathack ''' dd3e16c1bd772e06c86e3152adaa130751454ec1 3236 3235 2008-06-21T02:00:53Z Ladna 50 /* Basic command-line arguments */ wikitext text/x-wiki = Basic command-line arguments = *'''+exec x ''' -- Loads the commands located in the specified file. *'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). *''' -port x ''' -- A UDP port to listen on. *''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): '''-iwad/-file''' (full paths or relative to current working folder) '''-waddir''' '''$DOOMWADDIR''' (environment variable, not recommended) '''$DOOMWADPATH''' (environment variable) '''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). *''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given. *''' -deh x''' -- *''' -beh x ''' -- *''' -devparm x ''' -- Runs the server in development mode. *''' -skill x ''' -- Skill level. '''0''': I'm too young to die '''1''': Hey not too rough '''2''': Hurt me plenty '''3''': Ultra-Violence '''4''': Nightmare (typical value for multiplayer games) *''' -warp x ''' -- Starts the server on the specified map. *''' +map x ''' -- *''' -timer x ''' -- A timelimit *''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. *''' -background x ''' -- *''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e. '''-file dwango5.wad judas23_.wad''' *''' -logfile x ''' -- The '''odasrv''' output logfile. *''' -heapsize x ''' -- *''' -maxclients x ''' -- The maximum number of clients that can connect to the server. *''' -stepmode x ''' -- *''' -blockmap x ''' -- *''' -noflathack ''' -- 8ca5ba6d2cf47caf667f79052b05de989ef39139 3235 3234 2008-06-21T01:56:51Z Ladna 50 /* Basic command-line arguments */ wikitext text/x-wiki = Basic command-line arguments = *'''+exec x ''' -- Loads the commands located in the specified file. *'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). *''' -port x ''' -- A UDP port to listen on. *''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): '''-iwad/-file''' (full paths or relative to current working folder) '''-waddir''' '''$DOOMWADDIR''' (environment variable, not recommended) '''$DOOMWADPATH''' (environment variable) '''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). *''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given. *''' -deh x''' -- *''' -beh x ''' -- *''' -devparm x ''' -- Runs the server in development mode. *''' -skill x ''' -- Skill level. '''0''': I'm too young to die '''1''': Hey not too rough '''2''': Hurt me plenty '''3''': Ultra-Violence '''4''': Nightmare (typical value for multiplayer games) *''' -warp x ''' -- Starts the server on the specified map. *''' +map x ''' -- *''' -timer x ''' -- A timelimit *''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. *''' -background x ''' -- *''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e. '''-file dwango5.wad judas23_.wad''' *''' -logfile x ''' -- The '''odasrv''' output logfile. *''' -heapsize x ''' -- *''' -maxclients x ''' -- The maximum number of clients that can connect to the server. *''' -stepmode x ''' -- *''' -blockmap x ''' -- *''' -noflathack x ''' -- df780bfc00f3d3e92e0665cd2dc0ff42889d2d13 3234 2008-06-21T01:55:35Z Ladna 50 wikitext text/x-wiki = Basic command-line arguments = *'''+exec x ''' -- Loads the commands located in the specified file. *'''-config x ''' -- An alternate configuration file (as opposed to odasrv.cfg in the current folder or ~/.odamex/odasrv.cfg). *''' -port x ''' -- A UDP port to listen on. *''' -waddir x ''' -- A folder to search for PWADs. '''odasrv''' will search the following locations for PWADs and IWADs (in this order): '''-iwad/-file''' (full paths or relative to current working folder) '''-waddir''' '''$DOOMWADDIR''' (environment variable, not recommended) '''$DOOMWADPATH''' (environment variable) '''$HOME''' (environment variable) When specifying multiple paths in '''-waddir''', separate them by spaces. When specifying multiple paths in an environment variable, separate them by semicolons (i.e. '''export DOOMWADPATH=/usr/local/games/WADs;/usr/local/share/games/WADs'''). *''' -iwad x''' -- Specifies the full path to the IWAD to use. Alternately, a path relative to -waddir can be given. *''' -deh x''' -- *''' -beh x ''' -- *''' -devparm x ''' -- Runs the server in development mode. *''' -skill x ''' -- Skill level. '''0''': I'm too young to die '''1''': Hey not too rough '''2''': Hurt me plenty '''3''': Ultra-Violence '''4''': Nightmare (typical value for multiplayer games) *''' -warp x ''' -- Starts the server on the specified map. *''' +map x ''' -- *''' -timer x ''' -- A timelimit *''' -avg x ''' -- Austin Virtual Gaming mode, Deathmatch and 20 minute time limit. *''' -background x ''' -- *''' -file x ''' -- A PWAD or PWADs to load. Separate multiple PWADs with a space (i.e. '''-file dwango5.wad judas23_.wad''' *''' -logfile x ''' -- The '''odasrv''' output logfile. *''' -heapsize x ''' -- *''' -maxclients x ''' -- The maximum number of clients that can connect to the server. *''' -stepmode x ''' -- *''' -blockmap x ''' -- *''' -noflathack x ''' -- 24f5e560cda0a5b4003b67fd98e2e56f294f78aa OdaWiki:Protected page 4 1490 2627 2006-12-02T22:45:43Z Zorro 22 wikitext text/x-wiki A page may be protected if it is a very important high traffic page (such as Main_page) or if it has been repeatedly vandalized. 257b77c992e18a4a8970102903959a25f1d0f42d OdaWiki:Site support 4 1367 3496 3354 2011-06-15T03:20:12Z Manc 1 wikitext text/x-wiki Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link below. It will accept domestic (USD) and foreign currency using a standard credit card, echeck or existing paypal account. 507c0a10bace9911be7c6a92d1f9974b9bba0a3f 3354 3353 2008-09-12T23:18:56Z Ralphis 3 wikitext text/x-wiki Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link on the right. It will accept domestic (USD) and foreign currency using a standard credit card, echeck or existing paypal account. 7bbd098209d08b837cb612ced727e184ae856ab0 3353 1747 2008-09-05T19:33:46Z Manc 1 wikitext text/x-wiki Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link on the right It will accept foreign and domestic currency using a standard credit card, echeck or existing paypal account. 703e7c4276e3cdaa25d8513f9241e5e35e67c787 1747 2006-04-03T16:04:13Z Manc 1 wikitext text/x-wiki Odamex is free software and always will be. We do however utilize services that cost money. If you wish to support the odamex development team monetarily for services rendered, you can donate via PayPal using the link below. It will accept foreign and domestic currency using a standard credit card, echeck or existing paypal account. {{Donate to odamex}} 908277f47ee1f3ecbd07b6dc07e8476c6bd4f17c File:CMake Linux Compiled.png 6 1822 3732 2012-07-14T18:17:35Z AlexMax 9 The aftermath of a successful CMake makefile compilation. wikitext text/x-wiki The aftermath of a successful CMake makefile compilation. bd9b078bbda0c585eb70b3f60a651f78b5b7c8eb File:CMake Win ClientDir.png 6 1820 3729 3728 2012-07-14T18:13:01Z AlexMax 9 AlexMax uploaded a new version of &quot;[[File:CMake Win ClientDir.png]]&quot;: A picture of a build client directory with all of the appropriate files copied into it. wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 3728 2012-07-14T17:44:11Z Manc 1 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:CMake Win GUI.png 6 1737 3585 2011-12-03T21:13:48Z AlexMax 9 A picture of the CMake GUI running on Windows 7. wikitext text/x-wiki A picture of the CMake GUI running on Windows 7. 1dd73bfa82342779418e479e8be228ee4b7b157b File:CMake Win SDLMAIN.png 6 1821 3730 2012-07-14T18:14:45Z AlexMax 9 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:CmakeGUI Windows.jpg 6 1833 3883 2019-01-17T15:19:48Z Ch0wW 138 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Codeblocks bin directory final.png 6 1557 2946 2007-09-02T22:02:23Z AlexMax 9 A complete list of files needed in trunk/bin when compiling with Code::Blocks wikitext text/x-wiki A complete list of files needed in trunk/bin when compiling with Code::Blocks 583b0bc3466ccd14faa1228f4b4be94c9c16f0d6 File:Commits group multi date graph 2027.png 6 1484 2599 2006-11-16T03:20:32Z Manc 1 Graph of svn activity up to revision 2027. wikitext text/x-wiki Graph of svn activity up to revision 2027. bfcae12e93636c0eab6071b2b80c0a693e24dd2e File:Cygwin.png 6 1468 2515 2006-11-05T06:28:48Z Manc 1 Screenshot of Odamex in Cygwin wikitext text/x-wiki Screenshot of Odamex in Cygwin eb2cdf54e35926629a61cdac7f166c2d32f0d361 File:OSXInstaller.jpg 6 1512 2765 2007-01-22T18:17:16Z Voxel 2 Screenshot of OSX installer wikitext text/x-wiki Screenshot of OSX installer 8599972756ebfea9130447b492e670430dfdec20 File:Odalaunch-macosx.png 6 1495 2632 2006-12-29T03:49:38Z Russell 4 Odamex Launcher on MacOSX (courtesy of denis) wikitext text/x-wiki Odamex Launcher on MacOSX (courtesy of denis) 3758e61751ede02ed0c59953a4ac637488014804 File:Odalaunch-windows.png 6 1496 2635 2006-12-29T03:57:13Z Russell 4 Odamex Launcher under windows (courtesy of Russell) wikitext text/x-wiki Odamex Launcher under windows (courtesy of Russell) 2959d77841c0df2f24fdd08ee5c7a269096501b8 File:Odalaunchlinux.png 6 1494 2631 2006-12-29T03:44:12Z Russell 4 Odamex launcher running under a window manager in linux (courtesy of joe) wikitext text/x-wiki Odamex launcher running under a window manager in linux (courtesy of joe) 2efebb09a91acfd404bd1bbf5e989f90920e9afb File:Odamex-r100-openbsd.png 6 1519 2798 2007-01-25T04:54:50Z Excelblue 34 Odamex r100 on OpenBSD 4.0 running FVWM in the background. wikitext text/x-wiki Odamex r100 on OpenBSD 4.0 running FVWM in the background. 7a3c390ff1aada2323bf24754b1ac448ea1d48e8 File:Odamex-r103-winxp.png 6 1520 2799 2007-01-25T05:38:18Z Deathz0r 6 Odamex running on Windows XP wikitext text/x-wiki Odamex running on Windows XP bf5c50c51ae76abe3376b388f8626c60f8e3bdfa File:Odamex-r120-solaris.png 6 1523 2815 2007-01-29T04:04:25Z Excelblue 34 Odamex r120 running on Solaris 10. Server and client only. wikitext text/x-wiki Odamex r120 running on Solaris 10. Server and client only. 5449966a6dee4aefcb141ea72831fa0f8d170cdc File:Odamex-r166-linuxppc.png 6 1543 2870 2007-03-08T20:35:48Z AlexMax 9 Odamex running on Debian Linux 4.0, PowerPC architecture. wikitext text/x-wiki Odamex running on Debian Linux 4.0, PowerPC architecture. 4e8b3041cecd24fbf3821c5782e77c218e64156d File:Odamex-r166-osxppc.png 6 1544 2873 2007-03-09T14:19:10Z Voxel 2 Odamex running on OSX 10.4.8, iBook G4/PPC. wikitext text/x-wiki Odamex running on OSX 10.4.8, iBook G4/PPC. 958aad14e75df1e102d179abdc8581d7eb23d51b File:Odamex-r86-fbsd62.png 6 1517 2784 2007-01-24T00:54:53Z Excelblue 34 Odamex r86 running on FreeBSD 6.2-STABLE. Server, launcher, and client included. wikitext text/x-wiki Odamex r86 running on FreeBSD 6.2-STABLE. Server, launcher, and client included. 00e15ec28806773f2b0258b1c0f9a7de420408a8 File:Odamex-x11-fbsd61.png 6 1572 3018 2008-04-17T02:21:04Z Russell 4 Odamex running on X11 on FreeBSD 6.1 wikitext text/x-wiki Odamex running on X11 on FreeBSD 6.1 02f9cc41282b5ba263247c338366dcaa8b8e1785 File:Odamex LinesOfCode.png 6 1388 1844 2006-04-07T01:25:11Z Voxel 2 Lines of code in odamex over revisions from 100 to 1300 wikitext text/x-wiki Lines of code in odamex over revisions from 100 to 1300 1afab072e6e9c0c5bc7d55d7a3a18244ac6699b7 File:Screen1.png 6 1491 2628 2006-12-16T21:45:36Z Anarkavre 11 Odamex scoreboard wikitext text/x-wiki Odamex scoreboard 492674068c8cdc8eee6154a21f7abea8356e1fb5 File:Screen2.png 6 1492 2629 2006-12-16T21:46:01Z Anarkavre 11 Odamex console wikitext text/x-wiki Odamex console a3cfd43af023dcae699bd2404e5e088964753a11 File:Screen3.png 6 1493 2630 2006-12-16T21:46:53Z Anarkavre 11 Odamex Launcher wikitext text/x-wiki Odamex Launcher 7c6affc8ec1bf6b51a8b5b6d2a34153f1a5a8977 File:Snapshot wine1254.png 6 1301 1336 2006-03-29T13:30:16Z Voxel 2 Screenshot of odamex revision 1254 running in WINE wikitext text/x-wiki Screenshot of odamex revision 1254 running in WINE ec448abe101b58ca1ab44837fe85913ef6dfc2f5 File:Visualc6 includes.png 6 1481 2581 2006-11-10T17:00:15Z AlexMax 9 Setting up Visual C++ 6.0 wikitext text/x-wiki Setting up Visual C++ 6.0 76d4a74cbba219c5fc167bce570a85faa19d2e4f File:Xcode.jpg 6 1513 2767 2007-01-22T18:22:29Z Voxel 2 Screenshot of the Xcode project wikitext text/x-wiki Screenshot of the Xcode project 196241b8f56ac8f6296ec26656d31170a8432de3 MediaWiki talk:Ipb expiry invalid 9 1786 3734 3685 2012-07-20T11:24:53Z Pseudoscientist 76 Replaced content with "spam was here" wikitext text/x-wiki spam was here 4e8489dc8181ff41d572618de818c305f2395e56 3685 2012-07-11T07:49:37Z 95.79.122.116 0 Стройматериалы через инет wikitext text/x-wiki Хорошая строительная кучка (двадцать лет на рынке!) с удовольствием сбагрит различное барахло, предполагать [url=http://stroymarket-online.com]Товары из пластика [/url]. Практически на всю продукцию распространяется годовая залог, наши консультанты вечно готовы помочь вам с выбором строительных материалов, мы сотруничаем чуть с зарекомендовавшими себя крупными поставщиками, следовательно число брака между товаров минимально. Всем крупным покупателям и мелкооптовикам мы предоставляем бесплатную доставку в пределах города. Работаем мы без обеда и выходных. С нами полезный! 34ce74324b71d620d1834be161bd963737743f98 Template:16EntryBracket 10 1625 3261 2008-08-03T16:04:18Z Deathz0r 6 wikitext text/x-wiki {| border=0 cellpadding=0 cellspacing=0 style="font-size: 90%; margin:1em 2em 1em 1em;" | colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD1|Round of 16}}} | colspan="2"|&nbsp; | colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD2|Quarterfinals}}} | colspan="2"|&nbsp; | colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD3|Semifinals}}} | colspan="2"|&nbsp; | colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;"|{{{RD4|Final}}} |- | style="width:{{{team-width|11em}}};"|&nbsp; | style="width:{{{score-width|2em}}};"|&nbsp; | style="width:1em;"|&nbsp; | style="width:1em;"|&nbsp; | style="width:{{{team-width|11em}}};"|&nbsp; | style="width:{{{score-width|2em}}};"|&nbsp; | style="width:1em;"|&nbsp; | style="width:1em;"|&nbsp; | style="width:{{{team-width|11em}}};"|&nbsp; | style="width:{{{score-width|2em}}};"|&nbsp; | style="width:1em;"|&nbsp; | style="width:1em;"|&nbsp; | style="width:{{{team-width|11em}}};"|&nbsp; | style="width:{{{score-width|2em}}};"|&nbsp; |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team01|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score01|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team02|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score02|&nbsp;}}} | rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team01|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score01|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team03|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score03|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team02|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score02|&nbsp;}}} | rowspan="4" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team04|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score04|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | colspan="4"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD3-team01|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score01|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team05|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score05|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | colspan="4"|&nbsp; | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD3-team02|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score02|&nbsp;}}} | rowspan="8" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team06|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score06|&nbsp;}}} | rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team03|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score03|&nbsp;}}} |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team07|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score07|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team04|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score04|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team08|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score08|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | colspan="8"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD4-team01|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-score01|&nbsp;}}} |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team09|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score09|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | colspan="8"|&nbsp; | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD4-team02|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD4-score02|&nbsp;}}} |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team10|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score10|&nbsp;}}} | rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team05|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score05|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team11|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score11|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team06|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score06|&nbsp;}}} | rowspan="4" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team12|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score12|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | colspan="4"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD3-team03|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score03|&nbsp;}}} {{#if:{{{RD4-team03|}}} | <td>&nbsp;</td> <td colspan="2" style="border:1px solid #aaa; background-color:#f2f2f2; text-align:center;">{{{RD4b|Third Place}}}</td> }} |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team13|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score13|&nbsp;}}} | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | colspan="4"|&nbsp; | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD3-team04|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD3-score04|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team14|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score14|&nbsp;}}} | rowspan="2" style="border-width:2px 2px 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border-width:0 0 2px 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team07|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score07|&nbsp;}}} {{#if:{{{RD4-team03|}}} | <td colspan="5">&nbsp;</td> <td style="border:1px solid #aaa; background-color:#f9f9f9">&nbsp;{{{RD4-team03|&nbsp;}}}</td> <td style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9">{{{RD4-score03|&nbsp;}}}</td> }} |- | style="border-width:1px 0px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team15|&nbsp;}}} | style="text-align:center; border-width:1px 1px 0px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score15|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; | style="border:1px solid #aaa; background-color:#f9f9f9"| &nbsp;{{{RD2-team08|&nbsp;}}} | style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9"| {{{RD2-score08|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; {{#if:{{{RD4-team04|}}} | <td colspan="5">&nbsp;</td> <td style="border:1px solid #aaa; background-color:#f9f9f9">&nbsp;{{{RD4-team04}}}</td> <td style="text-align:center; border:1px solid #aaa; background-color:#f9f9f9">{{{RD4-score04|&nbsp;}}}</td> }} |- | style="border-width:1px 0px 1px 1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| &nbsp;{{{RD1-team16|&nbsp;}}} | style="text-align:center; border-width:1px; border-style:solid; border-color:#aaa #aaa #aaa #aaa; background-color:#f9f9f9"| {{{RD1-score16|&nbsp;}}} | style="border-width:2px 0 0 0; border-style:solid;border-color:black;"|&nbsp; |}<noinclude> [[Category:Tournament bracket templates|{{PAGENAME}}]] </noinclude> 0704a6bfb997c35abcdf93671f4c0c5b17f53dac Template:Bug 10 1348 1634 1633 2006-03-31T05:08:39Z Manc 1 wikitext text/x-wiki [http://odamex.net/bugs/show_bug.cgi?id={{{1}}} Bug {{{1}}}] 38c462360dc668ed11769c661c2f7e0146683ead 1633 1631 2006-03-31T05:07:59Z Manc 1 Create bugzilla link template wikitext text/x-wiki [http://odamex.net/bugs/show_bug.cgi?id={{{1}}}|Bug {{{1}}}] 6a6e3d20eb2ddd5b4a39ae4486babf6c541a9803 1631 2006-03-31T05:06:45Z Manc 1 Create bugzilla link template wikitext text/x-wiki http://odamex.net/bugs/show_bug.cgi?id={{{1}}} 63aa30c0aae84b699ab86045d0474373f6dc449d Template:Cheat 10 1344 1598 2006-03-30T22:27:13Z Voxel 2 Template:Cheat moved to Template:Cheats wikitext text/x-wiki #redirect [[Template:Cheats]] f51c30a2f551269a5a11c609d7d2260435836cdf Template:Cheats 10 1342 3817 3816 2015-01-27T03:16:35Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;" |- ! style="" | ''' Cheats ''' |- |[[changemus|changemus]] |- |[[fov|fov]] |- |[[god|god]] |- |[[give|give]] |- |[[idclev|idclev]] |- |} cce327f39754547864ff99a26c36dfbffba83cc5 3816 3813 2015-01-27T03:11:59Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;" |- ! style="" | ''' Cheats ''' |- |[[changemus|changemus]] |- |[[god|god]] |- |[[fov|fov]] |- |[[give|give]] |- |} 3594affd522fcfc08fbf4585dc7f4e50378dadac 3813 3812 2015-01-18T07:57:07Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;" |- ! style="" | ''' Cheats ''' |- |[[god|god]] |- |[[fov|fov]] |- |[[give|give]] |- |} 6d28deab31a0712e1fd7bf64a4c8984b34c072ad 3812 3811 2015-01-18T07:51:22Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| class="toc pull-right table table-striped table-inverse" style="max-width:200px; margin: .5em; margin-bottom: 2em;" |- ! style="padding: 3px 30px; background:#555;" | ''' Cheats ''' |- | *[[god|god]] *[[fov|fov]] *[[give|give]] |} f05cdf80bd53c21bc776297956afb85a8c9cf991 3811 2454 2015-01-18T07:49:13Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| class="toc pull-right table table-striped table-inverse" style="margin: .5em; margin-bottom: 2em;" |- ! style="padding: 3px 30px; background:#555;" | ''' Cheats ''' |- | *[[god|god]] *[[fov|fov]] *[[give|give]] |} 67bdbe9d57f024e570bbd94ddb1c9eccf70a8743 2454 1841 2006-10-30T07:48:36Z Manc 1 wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| align="right" class="toc" style="margin: .5em; margin-bottom: 2em;" |- ! style="padding: 3px 30px; background:#555;" | ''' Cheats ''' |- | *[[god|god]] *[[fov|fov]] *[[give|give]] |} baa8ffc6c60525735f54417e3c3ccc7db3f964ed 1841 1644 2006-04-06T21:30:01Z Manc 1 Add give, minor cleanup wikitext text/x-wiki <div style="text-align: center;">''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</div> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |- | [[give|give]] |} |} f17af9f876c010590e1e298fc49eea3fe0412f73 1644 1607 2006-03-31T05:49:48Z Voxel 2 wikitext text/x-wiki <center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 1cd6c8b44a6686dac9f13fc6fa4580b9deb18dcc 1607 1606 2006-03-30T22:33:06Z Voxel 2 wikitext text/x-wiki <center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} <br> 20f3cd7e076ab257e805833f9c7df98f597daa3f 1606 1604 2006-03-30T22:32:20Z Voxel 2 wikitext text/x-wiki <center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} <br> b6bd60cb36c99aefb8a6bc1d21c743942fc6215e 1604 1603 2006-03-30T22:30:35Z Voxel 2 wikitext text/x-wiki <center>''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''</center> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 708e76c18683b2aae1c6fee5544fb117d0b2d8b5 1603 1602 2006-03-30T22:29:58Z Voxel 2 wikitext text/x-wiki ''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.'' {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 6f5ea849bc117b45288462935767ba872c92a228 1602 1601 2006-03-30T22:29:49Z Voxel 2 wikitext text/x-wiki '''This is a cheat command, and requires [[sv_cheats]] to be enabled before use.''' {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 260e6db19d4f6cf521ad043fecfacd4568941bd0 1601 1597 2006-03-30T22:28:22Z Voxel 2 wikitext text/x-wiki This is a cheat command, and requires [[sv_cheats]] to be enabled before use. {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 67e7f041f95e2ffcee80cb347b087bedd36797bb 1597 1592 2006-03-30T22:27:13Z Voxel 2 Template:Cheat moved to Template:Cheats wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 6de899a379df1cb2de63a9671e38a1cc8a0844eb 1592 1591 2006-03-30T22:25:41Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 6de899a379df1cb2de63a9671e38a1cc8a0844eb 1591 1590 2006-03-30T22:25:31Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} |} 0f84e5bea1b36cdd4378b8f2b1fdcddc83205689 1590 1589 2006-03-30T22:25:01Z Voxel 2 wikitext text/x-wiki {| align="center" style="text-align: center;" border = 1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] |- | [[fov|fov]] |} 38e68527dfdb38af51625ae8fc95060fe1ce8db8 1589 2006-03-30T22:24:41Z Voxel 2 wikitext text/x-wiki {| align="center" style="text-align: center;" border = 1 |- ! style="background:#cdc8b8" | '''Cheats''' |- | [[god|god]] | [[fov|fov]] |} cce0dcc01e33b9d25ed43deabd5a8d97cdd950a2 Template:Cleanup 10 1479 2579 2006-11-10T16:47:46Z AlexMax 9 wikitext text/x-wiki <div class="boilerplate metadata" id="stub"> {|cellpadding="0" cellspacing="0" style="background-color:transparent" |<!--Small free use image can go here--> |''&nbsp;This article or reference needs to be cleaned up. You can help OdaWiki by [{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAME}}|action=edit}} cleaning it up].'' |} <div> 2abcf57aa4265d3a64c8742fa3ec2d4cc49e4208 Template:Disambig 10 1416 2136 2006-04-15T16:52:12Z Manc 1 wikitext text/x-wiki <div class="notice metadata" id="disambig">''This is a [http://en.wikipedia.org/wiki/Wikipedia:disambiguation disambiguation] page: a list of articles associated with the same title. If <!-- you are viewing this online as opposed to as a [[hard copy]] and -->an [[Special:Whatlinkshere/{{NAMESPACE}}:{{PAGENAME}}|internal link]] referred you to this page, you may wish to change the link to point directly to the intended article.''</div> 289ef7d996e983c28c5fa38da5dd10832e7d4b8e Template:Donate to odamex 10 1462 2379 2006-10-09T01:09:23Z Manc 1 wikitext text/x-wiki More info coming soon. 1b9db98e9fedea38391797976d61726027567559 Template:If 10 1391 1917 2006-04-07T21:38:21Z Manc 1 wikitext text/x-wiki {{{else{{{test|}}}|{{{test{{{test|}}}|{{{then|}}}}}}}}} ad4ae6e0b8a3e280f12c41f1a514dcf1be03effd Template:Latched 10 1351 2824 1658 2007-01-31T21:36:54Z AlexMax 9 wikitext text/x-wiki {{LatchedNotice}} 3cd5fc9628802e210dace926de3993f18d0f83e7 1658 1648 2006-03-31T06:06:28Z Voxel 2 wikitext text/x-wiki {{LatchedNotice}} {{LatchedTable}} 599037cf5a55825b462fb08d4b2f7f7f19fe496d 1648 2006-03-31T05:53:31Z Voxel 2 wikitext text/x-wiki <center>''This is a [[latched]] variable, and only takes effect after a map change.''</center> {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Latched variables''' |- | [[deathmatch|deathmatch]] |- | [[infiniteheight|infiniteheight]] |- | [[maxplayers|maxplayers]] |- | [[nomonsters|nomonsters]] |- | [[skill|skill]] |- | [[teamplay|teamplay]] |- | [[usectf|usectf]] |- | [[weaponstay|weaponstay]] |} |} e15ff6e535635508a3954a20acebd25060ae087d Template:LatchedNotice 10 1354 1656 2006-03-31T06:05:31Z Voxel 2 wikitext text/x-wiki <center>''This is a [[latched]] variable, and only takes effect after a map change.''</center> b9032c8fd1aba247c80626a2c31705815c0e2288 Template:Modules 10 1322 3825 3824 2015-01-28T01:59:01Z Manc 1 wikitext text/x-wiki {| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;" |- ! style="background:#555; padding: 3px;text-align:center;" | '''Odamex Modules''' |-style="font-weight: bold;text-align:center;" |[[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} df04a8ce40b629118dba3110b9bffe2480a03c48 3824 3823 2015-01-28T01:58:40Z Manc 1 wikitext text/x-wiki {| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;" |- ! style="background:#555; padding: 3px;text-align:center;" | '''Odamex Modules''' |-style="font-weight: bold;text-align:center;" |[[Server]] | [[Client]] | [[Launcher]] | [[Master]]|} 4bdbfa9da112df61cf282c8f06028087e5c51781 3823 3822 2015-01-28T01:57:44Z Manc 1 wikitext text/x-wiki {| align="center" class="table table-striped table-inverse" style="margin: .5em auto 2em; width: 50%;" |- ! style="background:#555; padding: 3px;" | '''Odamex Modules''' |-style="font-weight: bold;" | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} a60f9089019cb4595c35d404e75dbf6b0b7d2a72 3822 2455 2015-01-28T01:56:45Z Manc 1 wikitext text/x-wiki {| align="center" class="table table-striped table-inverse" style="margin: .5em; margin-bottom: 2em;" |- ! style="background:#555; padding: 3px;" | '''Odamex Modules''' |-style="font-weight: bold;" | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} a9fac366fdc0be0337de2d83bcdf413e81780a6f 2455 1608 2006-10-30T07:51:51Z Manc 1 wikitext text/x-wiki {| align="right" class="toc" style="margin: .5em; margin-bottom: 2em;" |- ! style="background:#555; padding: 3px; font-size: small;" | '''Odamex Modules''' |-style="font-size: small; font-weight: bold;" | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} c4f59dc4f9251cc58b900469c9a54cfaba352c24 1608 1593 2006-03-30T22:33:29Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} f6daebdb9b497c2fe40b9ff234c56413e35682ca 1593 1519 2006-03-30T22:25:47Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border=1 |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} ea7ddc1bfa8654b99de50c81182df2a989520f06 1519 1518 2006-03-30T20:59:53Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" border = 1 |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 7748917f7b17555695c383b85fd84e5d364c64e4 1518 1517 2006-03-30T20:59:36Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 border=1 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} ff22c76c17e0fb4f39f7e9fc85fc6b23063cf8f0 1517 1516 2006-03-30T20:59:20Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=10 | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} f6daebdb9b497c2fe40b9ff234c56413e35682ca 1516 1515 2006-03-30T20:58:09Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=500 style="text-align: center;" | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} d1beb67a3532aaf392be32809a22836bdc7f69d7 1515 1514 2006-03-30T20:57:59Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=500 style="text-align: center;cellpadding=500;" | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} fbb6b6d60fff49ede4355be997b19021daba7d7f 1514 1513 2006-03-30T20:57:49Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;cellpadding=5;" | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 0b57b37184a29f815ea9cd018748c11edc9dff66 1513 1512 2006-03-30T20:57:30Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;" | {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} ece05ada6b6ea108cc99b7e93ca4eb62388f2eac 1512 1511 2006-03-30T20:57:17Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;" | !width=400| {| align="middle" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 74776114d86b7b5cb9b4021e8d3ffbfcc76dc83a 1511 1510 2006-03-30T20:57:08Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;" | !width=400| {| align="centre" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} be9e408d2a7d17a38e2f194a8cfb96ee19f59b58 1510 1509 2006-03-30T20:56:56Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;" | !width=400| {| align="right" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 0e114d095a4ba8e646f50fdf54b9430b7da9427f 1509 1508 2006-03-30T20:56:34Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 style="text-align: center;" | !width=400| {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 214cc5dc23e75b6cc2b4dabf30c7c846201062c8 1508 1507 2006-03-30T20:56:22Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 | !width=400| {| align="center" style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 808f28c71e26faefc7947e8497fe752f73e35272 1507 1506 2006-03-30T20:56:05Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 | !width=500| {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 88e3d93fde0f6c8a7859aeb7530f3cc4a92168b6 1506 1505 2006-03-30T20:55:53Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 |!width=500 {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 7e777c4442dd2f03b34619608d8bf801ec7e7270 1505 1504 2006-03-30T20:55:41Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=5 !width=500 {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 907f51ec1fa31204aff425cf54f17dae007e8d55 1504 1503 2006-03-30T20:49:46Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} e698adca7aab715da4670edfb69dd8379e35afd4 1503 1502 2006-03-30T20:49:38Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 | {| |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 21e4e7e03e7c4f271e74fd9fea9ae4e8598fe8ef 1502 1501 2006-03-30T20:49:06Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} e698adca7aab715da4670edfb69dd8379e35afd4 1501 1500 2006-03-30T20:48:58Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} e9020fb55315e0997b33092d392724bd8dbda9e6 1500 1499 2006-03-30T20:48:44Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} e698adca7aab715da4670edfb69dd8379e35afd4 1499 1498 2006-03-30T20:48:36Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding=50 cellspacing=50 | <nowiki>{| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |}</nowiki> 1c6c9ab48fa8f5097176ed9bdc71818befab543a 1498 1497 2006-03-30T20:48:03Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 cellspacing=50 | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 5e059b550050ccbc7393df5e732672f778d5cf99 1497 1496 2006-03-30T20:47:45Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 |+test |- | |{| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} ee53cc4a20e60cb2eb7a98d11141c8b20cfee347 1496 1495 2006-03-30T20:47:28Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 |+test |- | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 9153094eb40e90897160d2c32e9f6c0e270d85ce 1495 1494 2006-03-30T20:45:09Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 |+test |- {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 0385e5329eaf70981b504cd3c50d84d0d471f072 1494 1493 2006-03-30T20:44:56Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 |+test |- {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 40652a5c5085b94a17c39008777a63322491105f 1493 1492 2006-03-30T20:44:28Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding=50 |- | test {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 34d47bf5febcd7924237f34deb8063c9483501b1 1492 1491 2006-03-30T20:37:31Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding="50" |- | test {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 4ea9d33d3ab73b29b535a81037f442137b133f07 1491 1490 2006-03-30T20:36:18Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding="50" | test {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 1d7905813ad6dafe5dbaa2aa9f765fda9d2a89a2 1490 1489 2006-03-30T20:36:07Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding="5" | test {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 689f6dfb673f84aee01098038d6e15bce9bb7d5f 1489 1488 2006-03-30T20:35:55Z Voxel 2 wikitext text/x-wiki {| align="right" border="1" cellpadding="5" | {| style="text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} e7b87590e21dbbadb8ad4fecb11aad2b78a13846 1488 1487 2006-03-30T20:35:30Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding="5" | {| style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} 9ec0c4a10e30e28bbaeac6f0626d05070294dc3c 1487 1486 2006-03-30T20:34:05Z Voxel 2 wikitext text/x-wiki {| align="right" cellpadding = 5 | {| style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} ba364ffd8584eb467bf308e00b586a5ae7f4a424 1486 1485 2006-03-30T20:33:52Z Voxel 2 wikitext text/x-wiki {| cellpadding = 5 | {| align="right" style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} |} b3638057440900977b50cc65f3249021894da251 1485 1481 2006-03-30T20:32:15Z Voxel 2 wikitext text/x-wiki {| border="5" align="right" style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 26c282c63c29227e6a46fed5eb4cfe13bcb42cf4 1481 1479 2006-03-30T20:24:46Z Voxel 2 wikitext text/x-wiki {| align="right" style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 3af44c4d1157f7ece2f90fae3277b1ba4634a8a5 1479 1478 2006-03-30T20:21:13Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="align: right; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 35a86f171d9b46a620fd631d82e561541c7dc56c 1478 1477 2006-03-30T20:20:38Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="width: 16em; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' |- | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} b6d3ece7399fbb1cd75bf7d34d27f3085d6ddd33 1477 1476 2006-03-30T20:19:49Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="width: 16em; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' | [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} a8c4374a94131be7c63c60a122e834ceb3401b63 1476 1475 2006-03-30T20:19:38Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="width: 16em; text-align: center;" |- ! style="background:#cdc8b8" | '''Odamex Modules''' [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 4aa13008cf2088adf08dfe69dd0e5982854156de 1475 1474 2006-03-30T20:19:25Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="width: 16em; text-align: center;" ! style="background:#cdc8b8" | '''Odamex Modules''' |- [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} e35ea14fd391f2bd49bdd33fa6b4cb7d1ece6d84 1474 1473 2006-03-30T20:19:08Z Voxel 2 wikitext text/x-wiki {| class="infobox" style="width: 16em; text-align: center;" ! style="background:#cdc8b8" | '''Professional concepts''' |- |align=center| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} be9e0f8fd786f8986ea388dfcff59c31746b4a51 1473 1472 2006-03-30T20:18:16Z Voxel 2 wikitext text/x-wiki {| style="margin:0 auto;" class="infobox" align=center |align=center| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} fc44b15d4fdd71634203f60383bd02b9ecb8cbc0 1472 1471 2006-03-30T20:16:33Z Voxel 2 wikitext text/x-wiki {| style="margin:0 auto;" class="toccolours" align=center |align=center| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 2c107de3a9f361409951b9410ee0cee4874dfcfa 1471 1470 2006-03-30T20:16:05Z Voxel 2 wikitext text/x-wiki {| style="margin:0 auto;" class="toccolours" align=right |align=right| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 3f643a6618f87237b3e9e87666b8bcbd817f9eda 1470 1467 2006-03-30T20:15:26Z Voxel 2 wikitext text/x-wiki {| style="margin:0 auto;" class="toccolours" align=right |align=center| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 1f327add6347509fe3efc5f5cb47d339c745e502 1467 1466 2006-03-30T20:11:55Z Voxel 2 wikitext text/x-wiki {| style="margin:0 auto;" class="toccolours" align=center |align=center| Odamex Modules: [[Server]] | [[Client]] | [[Launcher]] | [[Master]] |} 2c107de3a9f361409951b9410ee0cee4874dfcfa 1466 2006-03-30T20:08:02Z Voxel 2 wikitext text/x-wiki [[Server]] | [[Client]] | [[Launcher]] | [[Master]] 462937cf0f058d685c53a4475b799cae110a689b Template:NotInCurrentVersion 10 1648 3338 2008-08-14T21:41:57Z Nes 13 wikitext text/x-wiki <center>''This variable or command does not exist in the current official version. This will, however, work with all upcoming official versions and the latest revision in our [[Subversion|repository]].''</center> 63594a4fbab989fea24938dc812ac767a8e922be Template:Revision 10 1364 1728 2006-04-01T00:12:36Z Manc 1 wikitext text/x-wiki [http://odamex.net/changelog?{{{1}}} revision {{{1}}}] 5cf21a13e6362e76363201a14a0a02e8d4366781 Template:Stub 10 1287 2689 2668 2007-01-15T19:37:51Z Manc 1 wikitext text/x-wiki <div class="boilerplate metadata" id="stub"> {|cellpadding="0" cellspacing="0" style="font-size: 11pt; background-color:transparent" |<!--Small free use image can go here--> |''&nbsp;This article or reference is a stub. 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You can help OdaWiki by [{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAME}}|action=edit}} expanding it].'' |} <div> 7678a672b6779e7be98a00adb7dace627a3f9032 Template:Template link 10 1499 2654 2007-01-09T20:54:54Z Manc 1 wikitext text/x-wiki {{[[Template:{{{1}}}|{{{1}}}]]}} c245cc1d446744370ead05d4b4601956a09698f3 Template:Wikipedia 10 1390 2294 1924 2006-09-19T17:48:12Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}] bd4188338c7a59a513106e5cfbd318c0c67af63b 1924 1923 2006-04-07T21:58:37Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}] 646a4731904f714e0276ac3b1adc88559fadd804 1923 1922 2006-04-07T21:58:19Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{2=1}}}] 9029e38fd9de89e2f09093ab044623e383793b25 1922 1921 2006-04-07T21:57:55Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}={{{1}}}] 95526ce4e09e10642ce1448e49fda24dea1cb66c 1921 1920 2006-04-07T21:48:26Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=a|else=b}}] 1a9cd2793bc3aa2390ead3bb3b29107753573c2f 1920 1919 2006-04-07T21:47:55Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}}] {{If|test=2|then=a|else=b}} acff42cf81d804b07288f65d3f96a9a13ca8ce8c 1919 1918 2006-04-07T21:46:27Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=a|else=b}}] 1a9cd2793bc3aa2390ead3bb3b29107753573c2f 1918 1916 2006-04-07T21:43:23Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{If|test=2|then=2|else=1}}] 73f379aae5e6987dbd0bfb9d474d4be93dfdf039 1916 1915 2006-04-07T21:26:28Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}|{{{2}}}] 5d32202e5d9625e79533f9e5a13e540936a323c3 1915 1914 2006-04-07T21:26:05Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}||{{{2}}}] f0ba6528e6114e8043b91e3fd36a90b918366f2d 1914 1913 2006-04-07T21:11:58Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}] bd4188338c7a59a513106e5cfbd318c0c67af63b 1913 1912 2006-04-07T21:11:40Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{2}}}|{{{1}}}] 24bb73e0906d39f110455edcf0481d6a66b2784a 1912 1911 2006-04-07T21:11:14Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{{{{2}}}|1}}}] 204ca5c5f5443c71b8148a0d29dcbab9418ffdb5 1911 1910 2006-04-07T21:07:49Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}] bd4188338c7a59a513106e5cfbd318c0c67af63b 1910 1908 2006-04-07T21:06:41Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{2|1}}}] e8894fda9faa3fdf1d20f36cc690d3e7d6aa5a79 1908 2006-04-07T20:56:03Z Manc 1 wikitext text/x-wiki [http://en.wikipedia.org/wiki/{{{1}}} {{{1}}}] bd4188338c7a59a513106e5cfbd318c0c67af63b Help:Contents 12 1363 1907 1734 2006-04-07T20:55:30Z Manc 1 wikitext text/x-wiki ===Useful OdaWiki templates:=== * [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug. * [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing). * [[Template:wikipedia]]: Use '''<nowiki>{{Wikipedia|item}}</nowiki>''' to create link to wikipedia referring to a specific item. __NOEDITSECTION__ 7d414fea48f687e3999da0dd14443affc0a6908b 1734 1730 2006-04-01T00:19:59Z Manc 1 wikitext text/x-wiki ===Useful OdaWiki templates:=== * [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug. * [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing) __NOEDITSECTION__ 84a02260de19b2e1d3a853c4e915e5fee557ea16 1730 1727 2006-04-01T00:16:37Z Manc 1 wikitext text/x-wiki '''Useful OdaWiki templates:''' * [[Template:Bug]]: Use '''<nowiki>{{Bug|n}}</nowiki>''' to place a link to the bugtracker referencing a particular bug. * [[Template:Revision]]: Use '''<nowiki>{{Revision|n}}</nowiki>''' to place a link to the changelog referring to a specific version (only routes to changelog at the time of this writing) ccc1211abf8e5166578b95f4378374d1d3c32c4e 1727 2006-04-01T00:10:47Z 71.194.112.132 0 wikitext text/x-wiki '''Useful OdaWiki templates:''' [[Template:Bug]]: Use <nowiki>{{Bug|n}}</nowiki> to place a link to the bugtracker referencing a particular bug in an article. 89b3ec1eeed10cfe7cc8635888bf6cc82d85fd89 Category:Client commands 14 1377 3155 3068 2008-05-26T19:25:25Z cSc 47 spectate is documented wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested regardless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (setcolor) f4fec18c6f94826f995f36052de052d6b560e81d 3068 2233 2008-05-05T14:44:46Z Voxel 2 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested regardless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (setcolor) 216d4491ab361906f81c68f4cd2f81d649d9e7d9 2233 2231 2006-05-03T15:44:30Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (setcolor) a7123ac5d55b0bb8e0eceb1c8d34f773ee91981d 2231 2230 2006-05-03T15:41:30Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (netstat) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (setcolor) cc534caaee6a789f90cff55331cc657eebba9c58 2230 2229 2006-05-03T15:39:54Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (netstat) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (bumpgamma) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (setcolor) 288526c756bd31523a1971639c880ee7b938a19f 2229 2210 2006-05-03T15:39:35Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (netstat) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (bumpgamma) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (testcolor) *BEGIN_COMMAND (setcolor) 1a0c5ddf08a03e47f4f92c0fcc5b306b3e06fa35 2210 2208 2006-04-18T10:13:05Z Voxel 2 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. *BEGIN_COMMAND (flagtoss) *BEGIN_COMMAND (ctf) *BEGIN_COMMAND (playerteam) *BEGIN_COMMAND (undoublebind) *BEGIN_COMMAND (doublebind) *BEGIN_COMMAND (binddefaults) *BEGIN_COMMAND (notarget) *BEGIN_COMMAND (chase) *BEGIN_COMMAND (dumpheap) *BEGIN_COMMAND (logfile) *BEGIN_COMMAND (puke) *BEGIN_COMMAND (dir) *BEGIN_COMMAND (spectate) *BEGIN_COMMAND (history) *BEGIN_COMMAND (echo) *BEGIN_COMMAND (impulse) *BEGIN_COMMAND (netstat) *BEGIN_COMMAND (messagemode2) *BEGIN_COMMAND (menu_main) *BEGIN_COMMAND (menu_endgame) *BEGIN_COMMAND (menu_options) *BEGIN_COMMAND (menu_player) *BEGIN_COMMAND (bumpgamma) *BEGIN_COMMAND (menu_keys) *BEGIN_COMMAND (menu_display) *BEGIN_COMMAND (menu_video) *BEGIN_COMMAND (soundlist) *BEGIN_COMMAND (soundlinks) *BEGIN_COMMAND (testblend) *BEGIN_COMMAND (testcolor) *BEGIN_COMMAND (setcolor) f01a0ba83ec9a1f5a057f449a32107f205d4b550 2208 2203 2006-04-18T10:11:57Z Voxel 2 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. <pre> BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) </pre> ed5d8fd1c496d1a2645b12f1dc19b6dc4b39ab8b 2203 2193 2006-04-16T19:42:21Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) f7f83b228ea95c6b5ad914468422223f2c19d1c3 2193 2189 2006-04-16T05:52:01Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 410c23c76838775aab6d7584c3abf94bd29940ea 2189 2187 2006-04-16T05:11:50Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (pause) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 67d61167743ecfd224d194bbff8d67b5736c468f 2187 2183 2006-04-16T05:07:20Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (pause) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) ed6024653c5bbbba98bb6ebfda7baa7b68f87055 2183 2170 2006-04-16T05:03:05Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (chase) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) bd5a70a8c90f7dc484a07398ed4abe2d09750e7b 2170 2168 2006-04-16T04:53:21Z Ralphis 3 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 8f829be4120abbc6406d5adb9d0faa148cda53df 2168 2165 2006-04-16T04:51:18Z Ralphis 3 say_team done wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 7619449a2cb4d8e237b894a7e4ec5ec1a7839c6d 2165 2161 2006-04-16T04:48:35Z Ralphis 3 bind commands finished wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 2bc47e894dbf5776df9a81ad5212433c8dffe272 2161 2157 2006-04-16T04:42:57Z Ralphis 3 connection commands finished wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) b636c5a390a7c476c163158d235f444c12b49c10 2157 2153 2006-04-16T04:37:21Z Ralphis 3 weapnext & weapprev removed wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 47747cb5c2b92c70374f31f2323bf54c4c8ddc00 2153 2152 2006-04-16T04:31:54Z Ralphis 3 someone forgot to remove toggleconsole wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 2d06b422a58ba9623b1020487e8e416cee50892b 2152 2150 2006-04-16T04:31:26Z Ralphis 3 bind finished wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) 7c089a058e95152fb3c7f28a7c1726a648ae3c22 2150 2132 2006-04-16T04:28:08Z Ralphis 3 rcon & rcon_password removed wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) f3b5c42111a10886597cb3a66082cfc24c875622 2132 2129 2006-04-14T22:04:13Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) b695e62a503507996e51252b2b66f562c79d1f3e 2129 2128 2006-04-14T22:02:11Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) b34aaa0ca63029ce8968fa5978a2ea648aae420e 2128 2126 2006-04-14T22:01:54Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) 6858a53164ed30a710ddb6e55ff5d2f92afbf562 2126 2117 2006-04-14T21:56:44Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) 7ba9c5e368c827b614ae291c1fa51ee549af385b 2117 2113 2006-04-14T18:36:43Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) 68e07b8d05ab20bd49b06da1da823fa842fe69d0 2113 2110 2006-04-14T18:32:23Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) f3907ae192ef12a1cd8918178218c23fbf7b3331 2110 2107 2006-04-14T18:28:35Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) f8359165efbf0259607350cc2cfe688a96890147 2107 2106 2006-04-14T18:24:23Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) 4a68cebde2e070614091425b236d96aa600e07b1 2106 2105 2006-04-14T18:20:17Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) a0b37cba8c125fe5a2d95b8e909af1ab3cd620cf 2105 2104 2006-04-14T18:20:02Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (togglemessages) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) fc6aa5bea8540c30617b92e24244cce788196986 2104 2103 2006-04-14T18:19:43Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (togglemessages) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) d5ac0b8f7723ba1a026ceaaef02a86267d4ace2b 2103 2102 2006-04-14T18:19:30Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode) BEGIN_COMMAND (say) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (togglemessages) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) c4a2cf66a39cc77b0ec0311acf3fd5a072fc6812 2102 2101 2006-04-14T18:19:05Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (quit) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode) BEGIN_COMMAND (say) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (togglemessages) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) bf5021f7e596d3f722d773e6ecc5c3354ecbb646 2101 1759 2006-04-14T18:18:19Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. This is an output of every command that is still in the source. Some of these have been disabled, but they should be tested reguradless. When you document a command, remove it from the list. BEGIN_COMMAND (togglemap) BEGIN_COMMAND (flagtoss) BEGIN_COMMAND (ctf) BEGIN_COMMAND (connect) BEGIN_COMMAND (disconnect) BEGIN_COMMAND (reconnect) BEGIN_COMMAND (players) BEGIN_COMMAND (playerinfo) BEGIN_COMMAND (kill) BEGIN_COMMAND (gamemode) BEGIN_COMMAND (serverinfo) BEGIN_COMMAND (rcon) BEGIN_COMMAND (rcon_password) BEGIN_COMMAND (playerteam) BEGIN_COMMAND (unbindall) BEGIN_COMMAND (unbind) BEGIN_COMMAND (bind) BEGIN_COMMAND (undoublebind) BEGIN_COMMAND (doublebind) BEGIN_COMMAND (binddefaults) BEGIN_COMMAND (toggleconsole) BEGIN_COMMAND (quit) BEGIN_COMMAND (changemus) BEGIN_COMMAND (god) BEGIN_COMMAND (iddqd) BEGIN_COMMAND (notarget) BEGIN_COMMAND (fly) BEGIN_COMMAND (noclip) BEGIN_COMMAND (chase) BEGIN_COMMAND (idclev) BEGIN_COMMAND (changemap) BEGIN_COMMAND (idmus) BEGIN_COMMAND (give) BEGIN_COMMAND (gameversion) BEGIN_COMMAND (dumpheap) BEGIN_COMMAND (logfile) BEGIN_COMMAND (puke) BEGIN_COMMAND (dir) BEGIN_COMMAND (fov) BEGIN_COMMAND (spectate) BEGIN_COMMAND (history) BEGIN_COMMAND (clear) BEGIN_COMMAND (echo) BEGIN_COMMAND (impulse) BEGIN_COMMAND (centerview) BEGIN_COMMAND (pause) BEGIN_COMMAND (turn180) BEGIN_COMMAND (weapnext) BEGIN_COMMAND (weapprev) BEGIN_COMMAND(netstat) BEGIN_COMMAND (messagemode) BEGIN_COMMAND (say) BEGIN_COMMAND (messagemode2) BEGIN_COMMAND (say_team) BEGIN_COMMAND (menu_main) BEGIN_COMMAND (menu_endgame) BEGIN_COMMAND (menu_quit) BEGIN_COMMAND (menu_options) BEGIN_COMMAND (menu_player) BEGIN_COMMAND (bumpgamma) BEGIN_COMMAND (screenshot) BEGIN_COMMAND (togglemessages) BEGIN_COMMAND (sizedown) BEGIN_COMMAND (sizeup) BEGIN_COMMAND (menu_keys) BEGIN_COMMAND (menu_display) BEGIN_COMMAND (menu_video) BEGIN_COMMAND (soundlist) BEGIN_COMMAND (soundlinks) BEGIN_COMMAND (testblend) BEGIN_COMMAND (testfade) BEGIN_COMMAND (testcolor) BEGIN_COMMAND (setcolor) BEGIN_COMMAND (vid_setmode) ab9663e8c276bbecd234599a4dffc948b2879ac9 1759 1758 2006-04-03T19:18:29Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. You can access the console by hitting the ` (tilde) key. edc54e89308f24368e0a2942fca97c0a9910240c 1758 2006-04-03T19:18:17Z AlexMax 9 wikitext text/x-wiki These are commands that can only be entered at the client console. You can access the console by hitting the ` (tilde) key. bca4252d0dbac2032f1a1d294132c7f64f1626e4 Category:Client variables 14 1361 1722 2006-03-31T22:30:22Z AlexMax 9 wikitext text/x-wiki Client variables are variables that configure the settings of a client. 2efa3fad241977e6c20fc3e4df69c354a85053b1 Category:Server commands 14 1378 1760 2006-04-03T19:19:10Z AlexMax 9 wikitext text/x-wiki These are commands that can be entered at the client console. There is no 'special' way to access the server console, simply type the command. e92b831e843033b69791aba929c3808cdcd70120 Category:Server variables 14 1352 1651 1650 2006-03-31T05:56:06Z Nautilus 10 wikitext text/x-wiki Server variables are variables that configure the settings of a server, such as the game mode being run, the wad that is run, the frag limit, and so on. 576903890b9d3487670bd666b4415bf35c53a78b 1650 2006-03-31T05:55:58Z Nautilus 10 wikitext text/x-wiki Server variables are variables that configure the settings of server, such as the game mode being run, the wad that is run, the frag limit, and so on. c5fdc6d6b5f6a69dc378ba1872d4e59380b1d4d9 Category:Stubs 14 1500 2655 2007-01-09T20:55:55Z Manc 1 wikitext text/x-wiki This is a category of [http://en.wikipedia.org/wiki/Wikipedia:Stub stub articles]. Please check the articles listed here and remove the {{template link|stub}} tag from them if they have been expanded since the tag was originally added. 911445185e4c1c7e4c7e7cacba6f3f77024fbf83